// Now we get some scary shit // With an extended upgrade system to ~expand~ your options // Follows COD Zombie rules pretty close(?) // // Mission made by Sntr // Edited for fun purposes and non-profit. Sntr has already known about this and gave permission to reuse it, thanks again :) // // My hearts go out to all you sinners: // // - Blade x64 > Made the map // - Treyarch > Made the Zombies mode which this mission channels pretty heavily // - Kevin Sherwood > Music used on this mission // - Kirillian > Super Zombie Fortress models for the Special enemies // - Hell-met > You wouldn't believe how much Trespasser spiritually inspired this mission // - Eve/Elizabeth > Player tracking logic // - Seelpit > Logic for replacing round counter by moving the round number to the wave counter // - Skin King > For finding out every possible way you can think of to cheese the mission with godspots // - Yaki > Logic help for the cash mechanic + gun dumpster // - Lite > Timer logic (repurposed into the round counter) also icons for zombies, Tank and Battlelord // - Royal > For pretty much all the .lua scripting this mission uses // - Washy > The other side of all the .lua, ie. Action key check for machines + dumpster // - Mince > Some assistance making the revive logic not suck eggs // - DaMno > Reference for COD Zombies and how things work in it // - Whurr > Finetuned the navigation file and put up with long analyze times on Shadows // - NotYourSagittarius > Classicons for Special Enemies // - Rexy > Made the vending machine model used here // - Emotive > The alternate version of Abracadavre used for the mission end jingle // - Oobersli > B.M.M.H's model // - Svdl > Tactigatling's model https://steamcommunity.com/sharedfiles/filedetails/?id=366919683 // - Overpowered > Punch Packer's model https://steamcommunity.com/sharedfiles/filedetails/?id=510691874 // - Donut > Maschinenpistole's model https://steamcommunity.com/sharedfiles/filedetails/?id=500507665 // - Noors > Warsaw Fact model, aka Treadonator's chainsaw https://steamcommunity.com/sharedfiles/filedetails/?id=75492629 WaveSchedule { StartingCurrency 12000 RespawnWaveTime 10 // min respawn time only apply on spawn FixedRespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom yes EventPopfile Halloween ZombiesNoWave666 1 // NoReanimators 1 NoRomevisionCosmetics 1 // NoMvMDeathTune 1 // give some clue that a teammate dies? FixedBuybacks 1 BuybacksPerWave 0 TextPrintTime 5 NoThrillerTaunt 1 StuckTimeMultiplier 2 WaveStartCountdown 5 AllowBotExtraSlots 1 RobotLimit 53 MaxSpeedLimit 521 SendBotsToSpectatorImmediately 1 MaxSpectators 0 MaxRedPlayers 10 ForceHoliday 2 // SentryBusterFriendlyFire 0 DisplayRobotDeathNotice 0 SniperAllowHeadshots 1 RemoveGrapplingHooks 6 BodyPartScaleSpeed 20 // why is this here? // CustomNavFile "mvm_manncity_autonav" // ScriptSoundOverrides "scripts/shadows_soundscripts.txt" // acts kinda weird LuaScriptFile "scripts/shadows_custom_kines3.lua" // """learning""" programming to make missions LuaScriptFile "scripts/freelance_mercenary_logic.lua" // I need to give credits to the creator of this but I forgot who LuaScriptFile "scripts/tanklaser.lua" // DeathPenalty 500 ExtendedUpgradesOnly 1 UpgradeStationKeepWeapons 1 // stop players from losing perks RespecEnabled 0 // fix refund exploit DefaultMiniBossScale 1.5 // shrink bosses and the like, done to fix pathing issues with the house HealOnKillOverhealMelee 0 // use this site for reference: https://github.com/powerlord/tf2-data/blob/master/game_sounds/game_sounds.txt // DisableSound "MVM.BotStep" DisableSound "MVM.SentryBusterIntro" DisableSound "Weapon_Upgrade.ExplosiveHeadshot" // really loud with groups!! DisableSound "music.mvm_lost_wave" // this works now DisableSound "music.mvm_end_last_wave" // this works now DisableSound "Game.YourTeamWon" DisableSound "heavy_mvm_giant_robot01" DisableSound "heavy_mvm_giant_robot02" DisableSound "heavy_mvm_giant_robot03" DisableSound "heavy_mvm_giant_robot04" DisableSound "heavy_mvm_sentry_buster02" DisableSound "engineer_mvm_giant_robot01" DisableSound "engineer_mvm_giant_robot02" DisableSound "engineer_mvm_giant_robot03" DisableSound "engineer_mvm_sentry_buster02" DisableSound "soldier_mvm_giant_robot01" DisableSound "soldier_mvm_giant_robot02" DisableSound "soldier_mvm_giant_robot03" DisableSound "soldier_mvm_giant_robot04" DisableSound "soldier_mvm_sentry_buster02" DisableSound "medic_mvm_giant_robot01" DisableSound "medic_mvm_giant_robot02" DisableSound "medic_mvm_giant_robot03" DisableSound "medic_mvm_sentry_buster02" DisableSound "Announcer.MVM_All_Dead" DisableSound "Announcer.MVM_Get_To_Upgrade" DisableSound "Announcer.MVM_Spy_Alert" DisableSound "Announcer.mvm_spybot_death" DisableSound "Announcer.mvm_spybot_death_all" DisableSound "spy_cloak" DisableSound "spy_uncloak" DisableSound "Powerup.Knockout_Melee_Hit" DisableSound "Powerup.PickUpPlagueInfected" DisableSound "Powerup.PickUpPlagueInfectedLoop" PrecacheModel "models/weapons/c_models/c_pistol_whisper/c_pistol_whisper.mdl" PrecacheModel "models/weapons/c_models/c_shotgun_bigbuck/c_shotgun.mdl" PrecacheModel "models/weapons/c_models/c_lead_pipe/c_lead_pipe.mdl" PrecacheModel "models/weapons/c_models/c_roughrider/c_roughrider.mdl" PrecacheModel "models/weapons/c_models/c_sharp_shooter_shotgun/c_sharp_shooter_shotgun.mdl" PrecacheModel "models/weapons/c_models/c_sharp_shooter_melee/c_sharp_shooter_melee.mdl" PrecacheModel "models/weapons/c_models/c_shotgun_hunting/c_shotgun.mdl" PrecacheModel "models/weapons/w_models/w_hardwarebomb/w_stickybomb.mdl" PrecacheModel "models/weapons/c_models/c_stickybomb_launcher_heavyhit/c_stickybomb_launcher.mdl" PrecacheModel "models/weapons/c_models/c_blackybomb_launcher/c_blackybomb_launcher.mdl" PrecacheModel "models/weapons/c_models/c_wildmans_cutlery/c_wildmans_cutlery.mdl" PrecacheModel "models/weapons/c_models/c_angel_blade/c_angel_blade.mdl" PrecacheModel "models/weapons/c_models/c_baton/c_baton.mdl" PrecacheModel "models/weapons/c_models/c_firelauncher/c_firelauncher.mdl" PrecacheModel "models/weapons/c_models/c_mjolnir/c_mjolnir.mdl" PrecacheModel "models/weapons/c_models/c_pigeon_medigun/c_pigeon_medigun.mdl" PrecacheModel "models/weapons/c_models/c_heavyartillery/c_heavyartillery.mdl" PrecacheModel "models/weapons/c_models/c_booster_shot/c_booster_shot.mdl" PrecacheModel "models/weapons/c_models/c_electric_flamethrower/c_electric_flamethrower.mdl" PrecacheModel "models/weapons/c_models/c_stream_shooter/c_stream_shooter.mdl" PrecacheModel "models/weapons/c_models/c_hypodermic_injector/c_hypodermic_injector.mdl" PrecacheModel "models/weapons/c_models/c_bolshevik_brew/c_bolshevik_brew.mdl" PrecacheModel "models/weapons/c_models/c_assault_battering_ram/c_assault_battering_ram.mdl" PrecacheModel "models/weapons/c_models/c_saw/c_zow.mdl" PrecacheModel "models/weapons/c_models/c_frag/c_frag.mdl" PrecacheModel "models/weapons/c_models/c_aa12/c_aa12.mdl" PrecacheModel "models/weapons/c_models/c_scopelessrifle/c_scopelessrifle.mdl" PrecacheModel "models/weapons/c_models/c_astral_assassin/c_astral_assassin.mdl" PrecacheModel "models/weapons/c_models/c_astral_assassin_projectile/c_astral_assassin_projectile.mdl" PrecacheModel "models/weapons/c_models/c_assault_minigun/c_assault_minigun.mdl" PrecacheModel "models/weapons/c_models/c_howitzer/c_lochnload.mdl" PrecacheModel "models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl" PrecacheModel "models/weapons/c_models/c_sho_scattergun.mdl" PrecacheModel "models/weapons/c_models/c_nitro/c_nitro.mdl" PrecacheModel "models\weapons\c_models\c_flintlock\c_ambassador.mdl" PrecacheModel "models/ctf2w/weapons/c_models/c_miniraygun/c_miniraygun.mdl" PrecacheModel "models/weapons/c_models/c_clinical_trial/c_clinical_trial.mdl" PrecacheModel "models/weapons/c_models/c_gamma_gazer/c_gamma_gazer.mdl" PrecacheModel "models/bots/soldier/bot_soldier_gray.mdl" PrecacheModel "models/bots/scout/bot_scout_gray.mdl" PrecacheModel "models/bots/pyro_boss/bot_pyro_gray_boss.mdl" PrecacheModel "models/bots/demo/bot_demo_gray.mdl" PrecacheModel "models/bots/heavy/bot_heavy_gray.mdl" PrecacheModel "models/bots/medic/bot_medic_gray.mdl" PrecacheModel "models/c_scrap_sentinel/c_spikewrench.mdl" PrecacheModel "models/workshop/player/items/spy/tw_spybot_armor/tw_spybot_armor.mdl" PrecacheModel "models/weapons/c_models/c_ash_m/c_ash_m.mdl" PrecacheModel "models/weapons/c_models/c_bastard_backguard/c_bastard_backguard.mdl" PrecacheModel "models\weapons\c_models\c_lazygun.mdl" PrecacheModel "models/weapons/c_models/c_ultimatum_flaregun/c_ultimatum_flaregun.mdl" PrecacheModel "models/weapons/w_models/w_flaregun_shell.mdl" PrecacheModel "models\workshop\weapons\c_models\c_lochnload-horizontal\c_lochnload-horizontal.mdl" PrecacheModel "models/weapons/c_models/c_spas12_v2/c_spas12_v2.mdl" PrecacheModel "models/ctf2w/weapons/c_models/c_payoff/c_payoff.mdl" PrecacheModel "models\weapons\c_models\c_tranquilizer\c_revolver.mdl" PrecacheModel "models/ctf2w/weapons/c_models/c_atgun/c_atgun.mdl" PrecacheModel "models/rcat/rcat_level2.mdl" PrecacheModel "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher_1.mdl" PrecacheModel "models/weapons/w_models/w_wasp_launcher_rocket.mdl" PrecacheModel "models/workshop/weapons/c_models/c_nailgun/c_nailgun.mdl" PrecacheModel "models/weapons/c_models/c_railgun_mercenary/c_railgun_mercenary.mdl" PrecacheModel "models\workshop\weapons\c_models\c_winger_distol\c_winger_distol.mdl" PrecacheModel "models/weapons/c_models/c_m16/c_m16.mdl" PrecacheModel "models/weapons/c_models/c_big_man/c_big_man.mdl" PrecacheModel "models/weapons/c_models/c_brief_negotiator/c_lmg.mdl" PrecacheModel "models/weapons/c_models/c_biobreaker/c_biobreaker.mdl" PrecacheModel "models/weapons/c_models/c_cratesmasher/c_cratesmasher_1.mdl" PrecacheModel "models/workshop/weapons/c_models/c_rift_fire_axe/c_rift_fire_axe.mdl" PrecacheModel "models\weapons\c_models\c_chains_of_command\c_chains_of_command.mdl" PrecacheModel "models/workshop/weapons/c_models/c_trenchgun/c_trenchgun.mdl" PrecacheModel "models/workshop/weapons/c_models/c_full_throttle/c_full_throttle.mdl" PrecacheModel "models/weapons/w_models/w_atomball_blu.mdl" PrecacheModel "models/weapons/c_models/c_soldier_arms_rocketless.mdl" PrecacheModel "models/weapons/c_models/c_packer.mdl" PrecacheModel "models/weapons/c_models/c_mp40/c_mp40.mdl" PrecacheModel "models/weapons/c_models/c_tgat/c_tgat.mdl" PrecacheModel "models/weapons/c_models/c_bmmh/c_bmmh.mdl" PrecacheModel "models/weapons/c_models/c_shotfun/c_shotfun.mdl" // PrecacheModel "models\weapons\c_models\c_frearm\c_frearm.mdl" PrecacheModel "models/props_misc/vending_machine_01.mdl" PrecacheModel "models/props_construction/dumpster_body.mdl" PrecacheModel "models/props_construction/dumpster_lid.mdl" PrecacheModel "models/kirillian/infected/coomer_v4.mdl" PrecacheModel "models/kirillian/infected/spyro_v4.mdl" PrecacheModel "models/kirillian/infected/hank_v4.mdl" PrecacheModel "models/kirillian/infected/scunter_v4.mdl" PrecacheModel "models/kirillian/infected/wanker_v4.mdl" PrecacheModel "models/kirillian/infected/benic_v2.mdl" PrecacheModel "models/weapons/c_models/c_w_chainsaw/c_w_chainsaw.mdl" PrecacheModel "models/props_frontline/tank_animated.mdl" PrecacheModel "models/props/mvm_shadows/spawnroom.mdl" PrecacheModel "models/props_trainyard/cart_bomb_separate.mdl" // nuke PrecacheModel "models\weapons\w_models\w_atomball_blu.mdl" // fat boy // PrecacheModel "models/weapons/w_models/w_rocketbullet.mdl" // Sally+Mustang PrecacheModel "models\props_forest\cliff_wall_09a.mdl" // tank's rock projectile? in case THIS is why it sometimes just doesn't render? PrecacheParticle "eye_powerup_green_lvl_2" PrecacheParticle "utaunt_lightning_bolt" //PrecacheSound "codlobby2.mp3" //PrecacheSound "codzombie.mp3" PrecacheSound "cod01.mp3" PrecacheSound "cod08.mp3" PrecacheSound "cod13.mp3" PrecacheSound "cod17.mp3" PrecacheSound "cod21.mp3" PrecacheSound "codmini.mp3" PrecacheSound "codfinal.mp3" PrecacheSound "heavy_mvm_domination16.mp3" PrecacheSound "soldier_mvm_battlecry05.mp3" PrecacheSound "ak47_shoot.wav" PrecacheSound "weapons/stinger_fire1.wav" PrecacheSound "weapons/physcannon/energy_sing_explosion2.wav" PrecacheSound "npc/attack_helicopter/aheli_mine_drop1.wav" PrecacheSound "weapons/the_full_throttle_shoot.wav" PrecacheSound "trespasser/sg-1.wav" PrecacheSound "ambient/machines/spinup.wav" PrecacheSound "ambient/machines/spindown.wav" PrecacheSound "ambient/grinder/grinderbot_01.wav" PrecacheSound "lmg_shoot.wav" //PrecacheSound "lmg_reload.wav" PrecacheSound "weapons/irifle/irifle_fire2.wav" PrecacheSound "items/battery_pickup.wav" PrecacheSound "physics/wood/wood_crate_break5.wav" PrecacheSound "misc\bonzo_vomit02.wav" PrecacheSound "trespasser/de_shot1.wav" PrecacheSound "weapons/airboat/airboat_gun_energy2.wav" PrecacheSound "npc/turret_floor/shoot1.wav" PrecacheSound "weapons/explode5.wav" PrecacheSound "weapons/rpg/rocketfire1.wav" PrecacheSound "briefnegotiator_fire.wav" PrecacheSound "weapons\mp40_shoot.wav" PrecacheSound "ambient/energy/zap3.wav" PrecacheSound "ambient/energy/zap5.wav" PrecacheSound "fg42_reload.wav" PrecacheSound "fg42f1.wav" PrecacheSound "weapons/mp40_shoot.wav" PrecacheSound "aa12_shoot.wav" PrecacheSound "ak_shoot.wav" PrecacheSound "weapons/of_shotgun_shoot.wav" PrecacheSound "dshot.wav" PrecacheSound "shell_shock_shoot.wav" PrecacheSound "shadows/announcer_bossround.mp3" PrecacheSound "shadows/announcer_chuckle.mp3" // PrecacheSound "shadows/countdown.mp3" PrecacheSound "shadows/goodeffort.mp3" PrecacheSound "shadows/youdidit.mp3" PrecacheSound "shadows/bossround_music.mp3" PrecacheSound "shadows/muzzleflashinthedark.mp3" PrecacheSound "shadows/makeitcount.mp3" PrecacheSound "shadows/hubby_shoot.mp3" PrecacheSound "shadows/thundergun_fire.mp3" PrecacheSound "shadows/mystery_open.mp3" PrecacheSound "shadows/mystery_jingle.mp3" PrecacheSound "shadows/smoker_idle_01.mp3" PrecacheSound "shadows/smoker_idle_02.mp3" PrecacheSound "shadows/smoker_idle_03.mp3" PrecacheSound "shadows/smoker_death.mp3" PrecacheSound "shadows/smoker_launchtongue_02.mp3" PrecacheSound "shadows/gas_death.mp3" PrecacheSound "shadows/gas_spit.mp3" PrecacheSound "shadows/gas_idle_03.mp3" PrecacheSound "shadows/gas_idle_04.mp3" PrecacheSound "shadows/charger_death.mp3" PrecacheSound "shadows/charger_idle_02.mp3" PrecacheSound "shadows/charger_idle_03.mp3" PrecacheSound "shadows/charger_idle_04.mp3" PrecacheSound "shadows/charger_see01.mp3" PrecacheSound "shadows/charger_see02.mp3" PrecacheSound "shadows/charger_see03.mp3" PrecacheSound "shadows/charger_see04.mp3" PrecacheSound "shadows/charger_see05.mp3" // PrecacheSound "shadows/charger_charge_01.mp3" // PrecacheSound "shadows/charger_charge_02.mp3" // PrecacheSound "shadows/charger_charge_03.mp3" PrecacheSound "shadows/stage_clear.mp3" PrecacheSound "shadows/stage_start.mp3" PrecacheSound "shadows/bossround_start.mp3" PrecacheSound "shadows/bossround_end.mp3" PrecacheSound "shadows/tank_death_01.mp3" PrecacheSound "shadows/tank_death_02.mp3" PrecacheSound "shadows/tank_death_03.mp3" PrecacheSound "shadows/tank_fire_01.mp3" PrecacheSound "shadows/tank_growl_01.mp3" PrecacheSound "shadows/tank_growl_02.mp3" PrecacheSound "shadows/tank_growl_03.mp3" PrecacheSound "shadows/tank_yell_01.mp3" PrecacheSound "shadows/tank_yell_02.mp3" PrecacheSound "shadows/tank_yell_03.mp3" PrecacheSound "shadows/tank_yell_04.mp3" PrecacheSound "shadows/tank_yell_05.mp3" PrecacheSound "shadows/tank_yell_06.mp3" PrecacheSound "shadows/tank_yell_07.mp3" PrecacheSound "shadows/tank_yell_08.mp3" PrecacheSound "shadows/tank_throw_01.mp3" PrecacheSound "shadows/tank_throw_02.mp3" PrecacheSound "shadows/tank_throw_03.mp3" PrecacheSound "shadows/thrown_projectile_hit_01.mp3" PrecacheSound "shadows/tank_punch_1.mp3" PrecacheSound "shadows/rip_up_rock_1.mp3" PrecacheSound "shadows/zombie_rage01.mp3" PrecacheSound "shadows/zombie_rage02.mp3" PrecacheSound "shadows/zombie_rage03.mp3" PrecacheSound "shadows/zombie_rage04.mp3" PrecacheSound "shadows/zombie_rage05.mp3" PrecacheSound "shadows/zombie_rage06.mp3" PrecacheSound "shadows/zombie_rage07.mp3" PrecacheSound "shadows/zombie_rage08.mp3" PrecacheSound "shadows/perk_doubletap.mp3" PrecacheSound "shadows/perk_headrattle.mp3" PrecacheSound "shadows/perk_meraslixir.mp3" PrecacheSound "shadows/perk_regalreserve.mp3" PrecacheSound "shadows/perk_saxton.mp3" PrecacheSound "shadows/perk_usesfx.mp3" PrecacheSound "shadows/powerup_firesale01.mp3" PrecacheSound "shadows/gallery_music.mp3" PrecacheSound "shadows/powerup_doublepoints.mp3" PrecacheSound "shadows/powerup_instagib.mp3" PrecacheSound "shadows/powerup_money_01.mp3" PrecacheSound "shadows/powerup_nuke_01.mp3" PrecacheSound "shadows/powerup_resupply_01.mp3" PrecacheSound "shadows/powerup_dud_03.mp3" PrecacheSound "shadows/treadkill_rage.mp3" PrecacheSound "shadows/treadkill_death.mp3" PrecacheSound "shadows/chainsaw_swing.mp3" PrecacheSound "shadows/battlelord_death.mp3" PrecacheSound "player/footsteps/giant2.wav" OverrideSounds { "Regenerate.Touch" misc/null.wav "MVM.BotStep" cleats_dirt.StepRight // zombie sounds "Sniper.M_MVM_BattleCry01" shadows/zombie_rage01.mp3 "Sniper.M_MVM_BattleCry02" shadows/zombie_rage02.mp3 "Sniper.M_MVM_BattleCry03" shadows/zombie_rage03.mp3 "Sniper.M_MVM_BattleCry04" shadows/zombie_rage04.mp3 "Sniper.M_MVM_BattleCry05" shadows/zombie_rage05.mp3 "Sniper.M_MVM_BattleCry06" shadows/zombie_rage06.mp3 // goes up to 8 now "Sniper.M_MVM_Go01" shadows/smoker_idle_01.mp3 // smoker sounds "Sniper.M_MVM_Go02" shadows/smoker_idle_02.mp3 "Sniper.M_MVM_Go03" shadows/smoker_idle_03.mp3 "sniper.M_MVM_MeleeDare01" shadows/zombie_rage01.mp3 "sniper.M_MVM_MeleeDare02" shadows/zombie_rage02.mp3 "sniper.M_MVM_MeleeDare03" shadows/zombie_rage03.mp3 "sniper.M_MVM_MeleeDare04" shadows/zombie_rage04.mp3 "sniper.M_MVM_MeleeDare05" shadows/zombie_rage05.mp3 "sniper.M_MVM_MeleeDare06" shadows/zombie_rage06.mp3 "sniper.M_MVM_MeleeDare07" shadows/zombie_rage07.mp3 "sniper.M_MVM_MeleeDare08" shadows/zombie_rage08.mp3 // max amount of sounds "sniper.M_MVM_MeleeDare09" shadows/zombie_rage01.mp3 "Scout.M_MVM_BattleCry01" shadows/zombie_rage01.mp3 "Scout.M_MVM_BattleCry02" shadows/zombie_rage02.mp3 "Scout.M_MVM_BattleCry03" shadows/zombie_rage03.mp3 "Scout.M_MVM_BattleCry04" shadows/zombie_rage04.mp3 "Scout.M_MVM_BattleCry05" shadows/zombie_rage05.mp3 "Scout.M_MVM_MeleeDare01" shadows/zombie_rage01.mp3 "Scout.M_MVM_MeleeDare02" shadows/zombie_rage02.mp3 "Scout.M_MVM_MeleeDare03" shadows/zombie_rage03.mp3 "Scout.M_MVM_MeleeDare04" shadows/zombie_rage04.mp3 "Scout.M_MVM_MeleeDare05" shadows/zombie_rage05.mp3 "Scout.M_MVM_MeleeDare06" shadows/zombie_rage06.mp3 "Heavy.M_MVM_BattleCry01" shadows/zombie_rage05.mp3 "Heavy.M_MVM_BattleCry02" shadows/zombie_rage06.mp3 "Heavy.M_MVM_BattleCry03" shadows/zombie_rage07.mp3 "Heavy.M_MVM_BattleCry04" shadows/zombie_rage08.mp3 "Heavy.M_MVM_BattleCry05" shadows/zombie_rage01.mp3 "Heavy.M_MVM_BattleCry06" shadows/zombie_rage02.mp3 "Heavy.M_MVM_MeleeDare01" shadows/zombie_rage01.mp3 "Heavy.M_MVM_MeleeDare02" shadows/zombie_rage02.mp3 "Heavy.M_MVM_MeleeDare03" shadows/zombie_rage03.mp3 "Heavy.M_MVM_MeleeDare04" shadows/zombie_rage04.mp3 "Heavy.M_MVM_MeleeDare05" shadows/zombie_rage05.mp3 "Heavy.M_MVM_MeleeDare06" shadows/zombie_rage06.mp3 "Heavy.M_MVM_MeleeDare07" shadows/zombie_rage07.mp3 "Heavy.M_MVM_MeleeDare08" shadows/zombie_rage01.mp3 "Heavy.M_MVM_MeleeDare09" shadows/zombie_rage02.mp3 "Heavy.M_MVM_MeleeDare10" shadows/zombie_rage03.mp3 "Heavy.M_MVM_MeleeDare11" shadows/zombie_rage04.mp3 "Heavy.M_MVM_MeleeDare12" shadows/zombie_rage05.mp3 "Heavy.M_MVM_MeleeDare13" shadows/zombie_rage06.mp3 "Heavy.M_MVM_Taunts13" shadows/zombie_rage04.mp3 "Heavy.M_MVM_Taunts17" shadows/zombie_rage06.mp3 "Heavy.M_MVM_Meleeing01" misc/null.wav "Heavy.M_MVM_Meleeing02" misc/null.wav "Heavy.M_MVM_Meleeing03" misc/null.wav "Heavy.M_MVM_Meleeing04" misc/null.wav "Heavy.M_MVM_Meleeing05" misc/null.wav "Heavy.M_MVM_Meleeing06" misc/null.wav "Heavy.M_MVM_Meleeing07" misc/null.wav "Heavy.M_MVM_Meleeing08" misc/null.wav "Heavy.M_MVM_MoveUp01" shadows/tank_growl_01.mp3 // tank VO "Heavy.M_MVM_MoveUp02" shadows/tank_growl_02.mp3 "Heavy.M_MVM_MoveUp03" shadows/tank_growl_03.mp3 "Heavy.M_MVM_Cheers01" shadows/tank_yell_01.mp3 "Heavy.M_MVM_Cheers02" shadows/tank_yell_02.mp3 "Heavy.M_MVM_Cheers03" shadows/tank_yell_03.mp3 "Heavy.M_MVM_Cheers04" shadows/tank_yell_04.mp3 "Heavy.M_MVM_Cheers05" shadows/tank_yell_05.mp3 "Heavy.M_MVM_Cheers06" shadows/tank_yell_06.mp3 "Heavy.M_MVM_Cheers07" shadows/tank_yell_07.mp3 "Heavy.M_MVM_Cheers08" shadows/tank_yell_08.mp3 "Heavy.M_MVM_NeedDispenser01" shadows/tank_fire_01.mp3 // angry pootis // "Heavy.M_MVM_NiceShot01" shadows/tank_throw_01.mp3 // "Heavy.M_MVM_NiceShot02" shadows/tank_throw_02.mp3 // "Heavy.M_MVM_NiceShot03" shadows/tank_throw_03.mp3 "Heavy.M_MVM_No01" shadows/rip_up_rock_1.mp3 "Heavy.M_MVM_No02" shadows/rip_up_rock_1.mp3 "Heavy.M_MVM_No03" shadows/rip_up_rock_1.mp3 "Demoman.M_MVM_BattleCry01" shadows/zombie_rage02.mp3 "Demoman.M_MVM_BattleCry02" shadows/zombie_rage03.mp3 "Demoman.M_MVM_BattleCry03" shadows/zombie_rage04.mp3 "Demoman.M_MVM_BattleCry04" shadows/zombie_rage05.mp3 "Demoman.M_MVM_BattleCry05" shadows/zombie_rage06.mp3 "Demoman.M_MVM_BattleCry06" shadows/zombie_rage07.mp3 "Demoman.M_MVM_BattleCry07" shadows/zombie_rage08.mp3 "Demoman.M_MVM_Taunts03" shadows/zombie_rage01.mp3 "Demoman.M_MVM_Taunts05" shadows/zombie_rage02.mp3 "Demoman.M_MVM_Taunts14" shadows/zombie_rage05.mp3 "Demoman.M_MVM_MoveUp01" shadows/charger_idle_02.mp3 "Demoman.M_MVM_MoveUp02" shadows/charger_idle_03.mp3 "Demoman.M_MVM_MoveUp03" shadows/charger_idle_04.mp3 // "weapons/demo_charge_windup1.wav" shadows/charger_charge_01.mp3 // "weapons/demo_charge_windup2.wav" shadows/charger_charge_02.mp3 // "weapons/demo_charge_windup3.wav" shadows/charger_charge_03.mp3 "Demoman.M_MVM_NegativeVocalization01" shadows/charger_see01.mp3 "Demoman.M_MVM_NegativeVocalization02" shadows/charger_see02.mp3 "Demoman.M_MVM_NegativeVocalization03" shadows/charger_see03.mp3 "Demoman.M_MVM_NegativeVocalization04" shadows/charger_see04.mp3 "Demoman.M_MVM_NegativeVocalization05" shadows/charger_see05.mp3 "Demoman.M_MVM_NegativeVocalization06" shadows/charger_see01.mp3 "Medic.MVM_BattleCry01" shadows/zombie_rage01.mp3 "Medic.MVM_BattleCry02" shadows/zombie_rage02.mp3 "Medic.MVM_BattleCry03" shadows/zombie_rage03.mp3 "Medic.MVM_BattleCry04" shadows/zombie_rage04.mp3 "Medic.MVM_BattleCry05" shadows/zombie_rage05.mp3 "Medic.MVM_BattleCry06" shadows/zombie_rage06.mp3 "Medic.MVM_Taunts01" shadows/zombie_rage02.mp3 "Medic.MVM_Taunts04" shadows/zombie_rage03.mp3 "Medic.MVM_Taunts05" shadows/zombie_rage04.mp3 "Medic.MVM_Taunts10" shadows/zombie_rage05.mp3 "Medic.MVM_Taunts12" shadows/zombie_rage06.mp3 "Medic.MVM_Taunts13" shadows/zombie_rage07.mp3 "Medic.MVM_Taunts15" shadows/zombie_rage08.mp3 "Soldier.M_MVM_BattleCry01" shadows/zombie_rage01.mp3 "Soldier.M_MVM_BattleCry02" shadows/zombie_rage02.mp3 "Soldier.M_MVM_BattleCry03" shadows/zombie_rage03.mp3 "Soldier.M_MVM_BattleCry04" shadows/zombie_rage04.mp3 "Soldier.M_MVM_BattleCry05" shadows/zombie_rage05.mp3 "Soldier.M_MVM_BattleCry06" shadows/zombie_rage06.mp3 "Soldier.M_MVM_Taunts03" shadows/zombie_rage03.mp3 "Soldier.M_MVM_Taunts08" shadows/zombie_rage04.mp3 "Soldier.M_MVM_Taunts14" shadows/zombie_rage05.mp3 "Soldier.M_MVM_Taunts16" shadows/zombie_rage06.mp3 "Soldier.M_MVM_Taunts19" shadows/zombie_rage07.mp3 "Soldier.M_MVM_Taunts20" shadows/zombie_rage08.mp3 "Soldier.M_MVM_No01" npc/zombie/zombie_voice_idle5.wav "Soldier.M_MVM_No02" npc/zombie/zombie_voice_idle9.wav "Soldier.M_MVM_No03" npc/zombie/zombie_voice_idle6.wav "Pyro.M_MVM_Jeers01" shadows/gas_idle_03.mp3 "Pyro.M_MVM_Jeers02" shadows/gas_idle_04.mp3 // "Pyro.M_MVM_Cheers01" shadows/gas_idle_01.mp3 // "Pyro.M_MVM_No01" shadows/gas_idle_02.mp3 // oh pyro why are you like this "demoman_mvm_resurrect04" "vo/demoman_thanksfortheteleporter02.mp3" // replaced Revive lines to omit medic thanks to reviving being an Action command too "engineer_mvm_resurrect01" "vo/engineer_thanksfortheteleporter01.mp3" "heavy_mvm_resurrect03" "vo/heavy_positivevocalization03.mp3" "sniper_mvm_resurrect04" "vo/sniper_thanksfortheteleporter01.mp3" } ItemBlacklist { Name "The Thermal Thruster" Name "The Gunboats" Name "The Air Strike" Name "The Blutsauger" Name "Baby Face's Blaster" Name "Your Eternal Reward" Name "The Wanga Prick" Name "The Vaccinator" Name "Bonk! Atomic Punch" Name "Rocket Jumper" Name "Stickybomb Jumper" ClassName "tf_weapon_parachute" ClassName "tf_weapon_parachute_primary" ClassName "tf_weapon_parachute_secondary" ClassName "tf_weapon_invis" ClassName "tf_weapon_pda_spy" ClassName "tf_weapon_sapper" } // weapon specific tweaks //ItemAttributes //{ // ItemName "Bonk! Atomic Punch" // for the vending machine animation // "deploy time increased" 99 //} ItemAttributes { Classname TF_WEAPON_MEDIGUN "ubercharge rate penalty" 0.25 "uber duration bonus" -4 "dmg penalty vs players" 0 //"no primary ammo from dispensers while active" -1 //"special item description" "Allows you to receive ammo from Dispensers while active" } //ItemAttributes //{ // ItemName "The Quick-Fix" // "uber duration bonus" -3 // "custom kill icon" "giger_counter" // "no primary ammo from dispensers while active" -1 // "special item description" "Allows you to receive ammo from Dispensers while active" //} //ItemAttributes //{ // ItemName "The Kritzkrieg" // "uber duration bonus" -3 // "custom kill icon" "giger_counter" // "no primary ammo from dispensers while active" -1 // "special item description" "Allows you to receive ammo from Dispensers while active" //} //ItemAttributes //{ // ItemName "The Vaccinator" // "custom kill icon" "giger_counter" // "uber duration bonus" 4 // "no primary ammo from dispensers while active" -1 // "special item description" "Allows you to receive ammo from Dispensers while active" //} ItemAttributes { ItemName "The Ubersaw" "damage bonus HIDDEN" 2.308 "add uber charge on hit" 0.05 } ItemAttributes { ItemName "Festive Ubersaw" "damage bonus HIDDEN" 2.308 "add uber charge on hit" 0.05 } ItemAttributes { ItemName "The Crusader's Crossbow" "sniper no headshots" 0 "damage bonus HIDDEN" 3 // crossbow can keep its damage stats because it's the crossbow //"reload full clip at once" 1 // busted shit, you are not supposed to be the top dps class } ItemAttributes { ItemName "Festive Crusader's Crossbow" "sniper no headshots" 0 "damage bonus HIDDEN" 3 // crossbow can keep its damage stats because it's the crossbow //"reload full clip at once" 1 // busted shit, you are not supposed to be the top dps class } ItemAttributes { ItemName "The Shortstop" "damage bonus HIDDEN" 3 "reload time increased hidden" 3 } ItemAttributes { ItemName "The Force-a-Nature" "damage bonus HIDDEN" 3.5 "reload time increased hidden" 3 } ItemAttributes { ItemName "The Back Scatter" "damage bonus HIDDEN" 4 } ItemAttributes { ItemName "The Soda Popper" "provide on active" 1 "damage bonus HIDDEN" 4 "hype on damage" 0 "move speed bonus" 1.05 "reload time increased hidden" 3 } ItemAttributes { ItemName "The Eyelander" "damage bonus HIDDEN" 2.308 "max health additive penalty" -50 "move speed penalty" 0.92 "health from packs decreased" 0.25 "health from healers reduced" 0.25 } ItemAttributes { ItemName "Festive Eyelander" "damage bonus HIDDEN" 2.308 "max health additive penalty" -50 "move speed penalty" 0.92 "health from packs decreased" 0.25 "health from healers reduced" 0.25 } ItemAttributes { ItemName "The Horseless Headless Horseman's Headtaker" "damage bonus HIDDEN" 2.308 "max health additive penalty" -50 "move speed penalty" 0.92 "health from packs decreased" 0.25 "health from healers reduced" 0.25 } ItemAttributes { ItemName "Nessie's Nine Iron" "damage bonus HIDDEN" 2.308 "max health additive penalty" -50 "move speed penalty" 0.92 "health from packs decreased" 0.25 "health from healers reduced" 0.25 } ItemAttributes { ItemName "The Persian Persuader" "damage bonus HIDDEN" 2.308 "charge meter on hit" 0.15 "ammo gives charge" 0 //"charge meter on hit" 0.05 } ItemAttributes { ItemName "The Ullapool Caber" "damage bonus HIDDEN" 2.308 "blast dmg to self increased" 0 "self dmg push force decreased" 0 "regenerate stickbomb" 1 } ItemAttributes { ItemName "The Scotsman's Skullcutter" "damage bonus HIDDEN" 4.616 } ItemAttributes { ItemName "The Half-Zatoichi" "damage bonus HIDDEN" 2.308 "restore health on kill" 15 "switch from wep deploy time decreased" 0.2 "single wep deploy time decreased" 0.2 "honorbound" 0 } ItemAttributes { ItemName "Pretty Boy's Pocket Pistol" "provide on active" 1 "can headshot" 1 "damage bonus HIDDEN" 4.5 } ItemAttributes { ItemName "The Conscientious Objector" "damage bonus HIDDEN" 2.308 } ItemAttributes { ItemName "The Powerjack" "damage bonus HIDDEN" 2.308 //"heal on kill" 0 //"move speed bonus" 1.3 //"single wep holster time increased" 1.5 //"dmg taken increased" 1 //"mod_maxhealth_drain_rate" 1 } ItemAttributes { ItemName "The Homewrecker" "dmg penalty vs players" 6.924 "fire rate penalty" 2 } ItemAttributes { ItemName "The Maul" "dmg penalty vs players" 6.924 "fire rate penalty" 2 } // broad weapon changes using Classname ItemAttributes { Classname tf_weapon_scattergun "damage bonus HIDDEN" 4 } ItemAttributes // surprisingly many weapons use this { Classname tf_weapon_pistol "damage bonus HIDDEN" 5 "shoot view punch angle random" "1 1 0.5" "maxammo secondary reduced" 1.666666666 } ItemAttributes { Classname tf_weapon_pistol_scout "damage bonus HIDDEN" 5 "shoot view punch angle random" "1 1 0.5" "maxammo secondary reduced" 1.666666666 } ItemAttributes // surprisingly many weapons use this { Classname tf_weapon_handgun_scout_secondary "damage bonus HIDDEN" 5.5 "shoot view punch angle random" "1 1 0.5" "maxammo secondary reduced" 1.666666666 } ItemAttributes { ItemName "the buff banner" "effect add attributes" "Reload time decreased|0.5" "special item description" "Apply Buff Banner's effect and +50% reload speed" } ItemAttributes { ItemName "the concheror" "health regen" 0 "increase buff duration" 0.5 //"effect add attributes" "major move speed bonus|0.75" } ItemAttributes { ItemName "the battalion's backup" "max health additive bonus" 50 "effect add attributes" "mult dmgtaken from melee|0.77" "special item description" "Apply Battalion Backup's effect and +23% melee resist" } ItemAttributes { ItemName "the liberty launcher" "damage bonus HIDDEN" 1.5 } ItemAttributes { ItemName "the direct hit" "damage bonus HIDDEN" 2.75 } ItemAttributes { ItemName "the black box" "damage bonus HIDDEN" 2 "health on radius damage" 2 } ItemAttributes { ItemName "festive black box" "damage bonus HIDDEN" 2 "health on radius damage" 2 } ItemAttributes // explosives do a lot to compensate for no headshots { Classname tf_weapon_rocketlauncher "damage bonus HIDDEN" 2 } ItemAttributes { ItemName "The Cow Mangler 5000" "damage bonus HIDDEN" 2 "projectile spread angle penalty" 1 "Blast radius decreased" 0.4 } ItemAttributes // surprisingly many weapons use this { Classname tf_weapon_shotgun "damage bonus HIDDEN" 3 } ItemAttributes { Classname tf_weapon_sentry_revenge "damage bonus HIDDEN" 3 } ItemAttributes { ItemName "The Short Circuit" "provide on active" 1 "special damage type" 1 "projectile gravity" 1 "blast dmg to self increased" 0.25 } ItemAttributes { ItemName "the panic attack" "damage bonus HIDDEN" 2.5 } ItemAttributes { ClassName tf_weapon_drg_pomson "damage bonus HIDDEN" 5 "projectile lifetime" 1.75 } ItemAttributes { ItemName "the widowmaker" "damage bonus HIDDEN" 3.5 "mod ammo per shot" 100 } //ItemAttributes //{ // ItemName "Baby Face's Blaster" // "single wep deploy time increased" 1.8 // "damage bonus HIDDEN" 2 // "maxammo secondary reduced" 0.5 //} ItemAttributes // for medic only { ItemName "the nostromo napalmer" // "hidden primary max ammo bonus" 6.25 // originally needed due to limitations rafmod has now fixed "damage bonus HIDDEN" 4 "add cond on hit" 123 "add cond on hit duration" 10 } ItemAttributes { ItemName "the phlogistinator" "damage bonus HIDDEN" 3 "add cond on hit" 123 "add cond on hit duration" 10 } ItemAttributes { ItemName "the degreaser" "damage bonus HIDDEN" 4 "airblast cost scale hidden" 5 "add cond on hit" 123 "add cond on hit duration" 10 } ItemAttributes { ItemName "the backburner" "damage bonus HIDDEN" 4 "airblast cost scale hidden" 5 "add cond on hit" 123 "add cond on hit duration" 10 } ItemAttributes { ItemName "the rainblower" "damage bonus HIDDEN" 4 "add cond on hit" 123 "add cond on hit duration" 10 } ItemAttributes // fire indeed hot! { ClassName tf_weapon_flamethrower "damage bonus HIDDEN" 4 "flame_drag" 6.5 "add cond on hit" 123 "add cond on hit duration" 10 // "hidden primary max ammo bonus" 0.5 } ItemAttributes // fire indeed hot! { ItemName "Festive Flamethrower 2011" "damage bonus HIDDEN" 4 "flame_drag" 6.5 "add cond on hit" 123 "add cond on hit duration" 10 // "hidden primary max ammo bonus" 0.5 } ItemAttributes // super hot { Classname tf_weapon_rocketlauncher_fireball "damage bonus HIDDEN" 4 "add cond on hit" 123 "add cond on hit duration" 10 } ItemAttributes // explosives do a lot to compensate for no headshots { Classname tf_weapon_grenadelauncher "damage bonus HIDDEN" 2.25 } ItemAttributes // explosives do a lot to compensate for no headshots { ItemName "The Iron Bomber" "damage bonus HIDDEN" 2.25 } ItemAttributes // explosives do a lot to compensate for no headshots { ItemName "The Loose Cannon" "damage bonus HIDDEN" 4 "blast radius decreased" 0.2 } ItemAttributes { ItemName tf_weapon_pipebomblauncher "damage bonus HIDDEN" 2.25 "sticky arm time penalty" 0.5 "self dmg push force decreased" 0 } ItemAttributes { ItemName "festive stickybomb launcher 2011" "damage bonus HIDDEN" 2.25 "sticky arm time penalty" 0.5 "self dmg push force decreased" 0 } ItemAttributes { ItemName "the scottish resistance" "damage bonus HIDDEN" 2.5 "self dmg push force decreased" 0 } ItemAttributes { ItemName "the quickiebomb launcher" "damage bonus HIDDEN" 1.75 "sticky arm time penalty" 1.5 "self dmg push force decreased" 0 } ItemAttributes // even minigun gets damage bonus { Classname tf_weapon_minigun "damage bonus HIDDEN" 1.2 "no primary ammo from dispensers while active" 1 "single wep holster time increased" 1.5 } ItemAttributes // even minigun gets damage bonus { ItemName "The Huo Long Heatmaker" "damage bonus HIDDEN" 1.1 "single wep holster time increased" 1.5 } ItemAttributes // needs this to work { Classname tf_weapon_smg // guns are pretty batshit insane here "damage bonus HIDDEN" 7 "shoot view punch angle random" "1 1 0.5" } ItemAttributes // needs this to work { ItemName "The Cleaner's Carbine" "damage bonus HIDDEN" 8 "maxammo secondary reduced" 0.8 "shoot view punch angle random" "0.4 0.4 0.3" } ItemAttributes { ItemName "The Detonator" "blast dmg to self increased" 0.25 } ItemAttributes { ItemName "The Flying Guillotine" "always crit" 1 } ItemAttributes { ItemName "The Righteous Bison" "damage bonus HIDDEN" 4 "projectile spread angle penalty" 2 "projectile lifetime" 1.75 } ItemAttributes { Classname tf_weapon_sniperrifle "damage bonus HIDDEN" 6 // I'M A BLOODY GOD, MATE "sniper only fire zoomed" 1 "damage penalty on bodyshot" 0.75 } ItemAttributes { Classname tf_weapon_sniperrifle_classic "damage bonus HIDDEN" 6 // I'M A BLOODY GOD, MATE "sniper only fire zoomed" 1 "damage penalty on bodyshot" 0.75 } ItemAttributes { Classname tf_weapon_sniperrifle_decap "damage bonus HIDDEN" 6 // I'M A BLOODY GOD, MATE "sniper only fire zoomed" 1 "damage penalty on bodyshot" 0.75 //"fire input on hit" "popscript^$glowOnHit^" } ItemAttributes { Classname tf_weapon_compound_bow "damage bonus HIDDEN" 3 "ignores other projectiles" 1 } ItemAttributes // needs this to work { Classname tf_weapon_charged_smg "revolver use hit locations" 1 // "hidden secondary max ammo penalty" 4.5 "damage bonus HIDDEN" 2.2 } ItemAttributes { ItemName tf_weapon_syringegun_medic "damage bonus HIDDEN" 6 } ItemAttributes { ItemName "The Overdose" "damage bonus HIDDEN" 5.5 } ItemAttributes { ItemName "The Boston Basher" "damage bonus HIDDEN" 4.29 "dmg taken from self reduced" 0.25 } ItemAttributes { ItemName "Three-Rune Blade" "damage bonus HIDDEN" 4.29 "dmg taken from self reduced" 0.25 } ItemAttributes { ItemName "The Rescue Ranger" "damage bonus HIDDEN" 3 "maxammo primary reduced" 1 "mark for death on building pickup" 0 } ItemAttributes { ItemName tf_weapon_revolver "damage bonus HIDDEN" 4 "weapon spread bonus" 0.3 "shoot view punch angle" "-8 0 0" } ItemAttributes { ItemName "L'Etranger" "damage bonus HIDDEN" 4.5 "add cloak on hit" 5 "crit_dmg_falloff" 0 "weapon spread bonus" 0.3 "shoot view punch angle" "-8 0 0" } ItemAttributes { ItemName "the ambassador" "weapon spread bonus" 0.5 "damage bonus HIDDEN" 4.5 "explosive sniper shot" 5 "last shot crits" 1 } ItemAttributes { ItemName "the diamondback" "damage bonus HIDDEN" 4.75 "weapon spread bonus" 0.3 "shoot view punch angle" "-8 0 0" } ItemAttributes { ItemName "the enforcer" "damage bonus HIDDEN" 6 "fire rate penalty" 1.5 "weapon spread bonus" 0.3 "shoot view punch angle" "-10 0 0" } ItemAttributes { ItemName tf_weapon_knife "provide on active" 1 "damage bonus HIDDEN" 3.75 "move speed bonus" 1.2 } ItemAttributes { ItemName "The Sharp Dresser" "provide on active" 1 "damage bonus HIDDEN" 3.75 "move speed bonus" 1.2 } ItemAttributes { ItemName "The Black Rose" "provide on active" 1 "damage bonus HIDDEN" 3.75 "move speed bonus" 1.2 } ItemAttributes { ItemName "The Spy-Cicle" "provide on active" 1 "damage bonus HIDDEN" 3.75 "move speed bonus" 1.2 } ItemAttributes { ItemName "The Big Earner" "damage bonus HIDDEN" 3.75 "move speed bonus" 1.1 "max health additive penalty" -50 } ItemAttributes { ItemName "Conniver's Kunai" "damage bonus HIDDEN" 1.85 "add cond on kill" 64 "add cond on kill duration" 2 "special item description" "Gain 2s of invisibility on kill" "max health additive penalty" -99 } ItemAttributes // melee weapon buffs, mostly to boost everything to 150 dmg { ItemName tf_weapon_bat "damage bonus HIDDEN" 4.29 // roughly 150 } ItemAttributes { Classname tf_weapon_bat_wood // sandman "damage bonus HIDDEN" 4.29 } ItemAttributes { Classname tf_weapon_bat_giftwrap // ass wrap "damage bonus HIDDEN" 4.29 } ItemAttributes { ItemName "the candy cane" "damage bonus HIDDEN" 4.29 "dmg taken from fire increased" 1.25 "dmg taken from bullets increased" 1.25 "dmg taken from crit increased" 1.25 "dmg from melee increased" 1.25 } ItemAttributes { ItemName "The Market Gardener" "provide on active" 1 "damage bonus HIDDEN" 2.308 // roughly 150 "air dash count" 1 "increased air control" 2 "crits_become_minicrits" 1 } ItemAttributes { ItemName tf_weapon_shovel "damage bonus HIDDEN" 2.308 // roughly 150 } ItemAttributes { ItemName tf_weapon_fireaxe "damage bonus HIDDEN" 2.308 } ItemAttributes { Classname tf_weapon_bottle "damage bonus HIDDEN" 2.308 } ItemAttributes { Classname tf_weapon_fists "damage bonus HIDDEN" 2.308 } ItemAttributes { Classname tf_weapon_wrench "damage bonus HIDDEN" 2.308 } ItemAttributes { ItemName "The Gunslinger" //"max health additive bonus" 0 "max health additive penalty" -25 //"build rate bonus" 2 "damage bonus HIDDEN" 2.308 //"move speed penalty" 0.88 "fire rate penalty" 1.5 "mark for death on building pickup" 1 "disable wrangler shield" 1 "special item description" "Placed Mini-Sentries are converted into drones that will float above your head." } ItemAttributes { ItemName "The Hot Hand" "damage bonus HIDDEN" 2.308 } ItemAttributes { ItemName "The Third Degree" "damage bonus HIDDEN" 2.308 "mod medic healed damage bonus" 6 } ItemAttributes { ItemName "The Lollichop" "damage bonus HIDDEN" 2.308 } ItemAttributes { ItemName "The Neon Annihilator" "damage bonus HIDDEN" 2.308 } ItemAttributes { ItemName "the back scratcher" "damage bonus HIDDEN" 3.0769231 } ItemAttributes { ItemName "The Axtinguisher" "damage bonus HIDDEN" 2 } ItemAttributes { ItemName "Festive Axtinguisher" "damage bonus HIDDEN" 2 } ItemAttributes { ItemName "The Postal Pummeler" "damage bonus HIDDEN" 2 } ItemAttributes { ItemName "Sharpened Volcano Fragment" "damage bonus HIDDEN" 2 "crit vs burning players" 1 } ItemAttributes { Classname tf_weapon_bonesaw "damage bonus HIDDEN" 2.308 } ItemAttributes { Classname tf_weapon_club "damage bonus HIDDEN" 2.308 } ItemAttributes { Classname tf_weapon_pda_engineer_build //"engy sentry fire rate increased" 1.3 } ItemAttributes { Classname tf_weapon_robot_arm "special item description" "Sentries cost 50 metal" "mod sentry cost" 0.5 "engy sentry fire rate increased" 1.1 "engy sentry damage bonus" 1.2 } ItemAttributes { Classname saxxy "damage bonus HIDDEN" 2.308 } ItemAttributes { ItemName "The Chargin' Targe" "charge impact damage increased" 101 "charge time increased" 2 } ItemAttributes { ItemName "festive targe 2014" "charge impact damage increased" 101 "charge time increased" 2 } ItemAttributes { ItemName "The Tide Turner" "charge impact damage increased" 101 "charge time increased" 2 "kill refills meter" 0.05 } ItemAttributes { ItemName "The Splendid Screen" "charge impact damage increased" 101 "charge time increased" 2 } ItemAttributes { ItemName "Ali Baba's Wee Booties" "kill refills meter" 0.05 } ItemAttributes // tomislav damage bonus { ItemName "Tomislav" "damage bonus HIDDEN" 2 } CustomWeapon { Name "S.A.W" OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "damage bonus HIDDEN" 2.308 "fire rate penalty" 1.5 "critboost on kill" 7 "single wep deploy time increased" 2 "single wep holster time increased" 2 "custom item model" "models/weapons/c_models/c_saw/c_zow.mdl" } CustomWeapon // from kelly mobocracy { Name "Health Pack Launcher" OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "custom item model" "models/weapons/c_models/c_big_man/c_big_man.mdl" "custom projectile model" "models/empty.mdl" "sticky arm time bonus" -0.3 "damage bonus" 0.01 "add damage type" 128 "remove damage type" 64 "override projectile type" 3 "grenade no spin" 1 "grenade explode on impact" 1 "fuse bonus" 999 //"passive reload" 1 "weapon never gib" 1 "projectile no deflect" 1 "Blast radius decreased" 0.25 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "crit mod disabled" 0 "custom kill icon" "mailbox" "no primary ammo from dispensers while active" 1 "maxammo secondary reduced" 0.04166666666 "clip size penalty" 0.1 "health from packs decreased" 0.5 "switch from wep deploy time decreased" 1.8 "single wep deploy time decreased" 1.8 //"cannot be upgraded" 1 "custom weapon fire sound" "=80|weapons/irifle/irifle_fire2.wav" //"custom impact sound" "items/battery_pickup.wav" "custom hit sound" "=80|physics/wood/wood_crate_break5.wav" "explosion particle" "mini_fireworks" "projectile trail particle" "~utaunt_glowyplayer_purple_parent" } CustomWeapon // from kelly mobocracy { Name "Health Pack Launcher MKII" OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "custom item model" "models/weapons/c_models/c_big_man/c_big_man.mdl" "custom projectile model" "models/empty.mdl" "sticky arm time bonus" -0.3 "damage bonus" 0.01 "add damage type" 128 "remove damage type" 64 "override projectile type" 3 "grenade no spin" 1 "grenade explode on impact" 1 "fuse bonus" 999 //"passive reload" 1 "weapon never gib" 1 "projectile no deflect" 1 "Blast radius decreased" 0.25 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "crit mod disabled" 0 "custom kill icon" "mailbox" "no primary ammo from dispensers while active" 1 "maxammo secondary reduced" 0.04166666666 "clip size penalty" 0.1 "health from packs decreased" 0.5 "switch from wep deploy time decreased" 1.8 "single wep deploy time decreased" 1.8 "cannot be upgraded" 1 "custom weapon fire sound" "=80|weapons/irifle/irifle_fire2.wav" //"custom impact sound" "items/battery_pickup.wav" "custom hit sound" "=80|physics/wood/wood_crate_break5.wav" "explosion particle" "mini_fireworks" "projectile trail particle" "~utaunt_glowyplayer_purple_parent" } CustomWeapon // from kelly mobocracy { Name "Ammo Box Launcher" OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "custom item model" "models/weapons/c_models/c_big_man/c_big_man.mdl" "custom projectile model" "models/empty.mdl" "sticky arm time bonus" -0.3 "damage bonus" 1.75 "add damage type" 128 "remove damage type" 64 "override projectile type" 3 "grenade no spin" 1 "grenade explode on impact" 1 "fuse bonus" 999 //"passive reload" 1 "weapon never gib" 1 "projectile no deflect" 1 "Blast radius decreased" 0.25 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "crit mod disabled" 0 "custom kill icon" "mailbox" "no primary ammo from dispensers while active" 1 "maxammo secondary reduced" 0.04166666666 "clip size penalty" 0.1 "switch from wep deploy time decreased" 1.8 "single wep deploy time decreased" 1.8 //"cannot be upgraded" 1 "custom weapon fire sound" "=80|weapons/irifle/irifle_fire2.wav" //"custom impact sound" "items/battery_pickup.wav" "custom hit sound" "=80|physics/wood/wood_crate_break5.wav" "explosion particle" "mini_fireworks" "projectile trail particle" "~utaunt_glowyplayer_purple_parent" } CustomWeapon // from kelly mobocracy { Name "Ammo Box Launcher MKII" OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "custom item model" "models/weapons/c_models/c_big_man/c_big_man.mdl" "custom projectile model" "models/empty.mdl" "sticky arm time bonus" -0.3 "damage bonus" 1.75 "add damage type" 128 "remove damage type" 64 "override projectile type" 3 "grenade no spin" 1 "grenade explode on impact" 1 "fuse bonus" 999 //"passive reload" 1 "weapon never gib" 1 "projectile no deflect" 1 "Blast radius decreased" 0.25 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "crit mod disabled" 0 "custom kill icon" "mailbox" "no primary ammo from dispensers while active" 1 "maxammo secondary reduced" 0.04166666666 "clip size penalty" 0.1 "switch from wep deploy time decreased" 1.8 "single wep deploy time decreased" 1.8 "cannot be upgraded" 1 "custom weapon fire sound" "=80|weapons/irifle/irifle_fire2.wav" //"custom impact sound" "items/battery_pickup.wav" "custom hit sound" "=80|physics/wood/wood_crate_break5.wav" "explosion particle" "mini_fireworks" "projectile trail particle" "~utaunt_glowyplayer_purple_parent" } CustomWeapon { Name "Spitter Weapon" OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "no self effect" 1 "projectile no deflect" 1 "ignores other projectiles" 1 "grenade no bounce" 1 "grenade bounce speed" 0 "grenade no drag" 1 "projectile explode time" 1 "blast dmg to self increased" 0 "damage bonus" 0.8 "dmg bonus vs buildings" 120 "fire rate bonus" 12 //"Projectile speed increased" 0.5 "mod max primary clip override" -1 "mult projectile count" 4 "projectile spread angle penalty" 9 "Blast radius increased" 0.85 "Set DamageType Ignite" 1 "weapon burn time increased" 1.5 "minicrits become crits" 1 "add cond on hit" 123 "add cond on hit duration" 10 //"crit vs burning players" 1 //"weapon burn dmg increased" 1.25 //"projectile gravity" 800 "is invisible" 1 "custom projectile model" "models/empty.mdl" "custom impact sound" "misc/null.wav" "custom kill icon" "pumpkindeath" "explosion particle" "halloween_explosion" "projectile trail particle" "~utaunt_beams_glow_yellow" } CustomWeapon { Name "Atom Launcher" OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate penalty" 0.3 "mini rockets" 1 "mod projectile heat seek power" 180 "mod projectile heat aim error" 90 "mod projectile heat aim time" 10 "mod projectile heat no predict target speed" 1 "mod projectile heat follow crosshair" 1 "custom impact sound" "=80|ambient/explosions/explode_5.wav" "custom item model" "models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl" "Blast radius decreased" 0.8 "damage bonus HIDDEN" 1.5 "clip size bonus" 4 "projectile trail particle" eyeboss_projectile "maxammo primary reduced" 4 "projectile speed decreased" 0.25 "self dmg push force decreased" 0 "blast dmg to self increased" 0.25 "fire input on kill" "popscript^$atomKill^" "special item description" "Reload full clip at once after every 10 kills" } CustomWeapon { Name "Gamma Gazer" OriginalItemName "The C.A.P.P.E.R" "custom item model" "models/weapons/c_models/c_gamma_gazer/c_gamma_gazer.mdl" "custom kill icon" pistol "mod max primary clip override" -1 "mod ammo per shot" 10 "add onhit addammo" 5 "fire rate penalty" 1.4 "damage bonus HIDDEN" 10 "maxammo secondary reduced" 1.388888888 "override projectile type" 2 "Blast radius increased" 0.1 "explosion particle" Explosion_Flashup "projectile trail particle" "~raygun_projectile_red_crit" "mult projectile scale" 0.1 "projectile speed decreased" 0.8 "projectile lifetime" 2.5 "blast dmg to self increased" 0.05 } CustomWeapon { Name "The Clinical Trial" OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "custom item model" "models/weapons/c_models/c_clinical_trial/c_clinical_trial.mdl" "clip size penalty" 0.5 "maxammo primary reduced" 0.6666666666 "override projectile type" 1 "damage bonus HIDDEN" 3.5 "reload time increased" 1.5 "fire rate penalty" 1.2 "ragdolls become ash" 1 "custom weapon fire sound" "=80|weapons/capper_shoot.wav" } CustomWeapon { Name "Rustler's Revolver" OriginalItemName "TF_WEAPON_REVOLVER" "custom item model" "models/workshop/weapons/c_models/c_ttg_sam_gun/c_ttg_sam_gun.mdl" "custom kill icon" "samrevolver" "custom weapon fire sound" "=80|weapons/revolver_shoot.wav" "damage bonus HIDDEN" 12 "crit from behind" 1 "fire rate penalty" 3 "clip size penalty" 0.666666666 "hidden secondary max ammo penalty" 0.75 "weapon spread bonus" 0.3 "shoot view punch angle" "-8 0 0" } CustomWeapon { Name "Flintlock" OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "custom item model" "models\weapons\c_models\c_flintlock\c_ambassador.mdl" "custom weapon fire sound" "=80|weapons\mp40_shoot.wav" "maxammo secondary reduced" 0.5 "clip size penalty" 0.16 "damage bonus HIDDEN" 3 "headshot damage increase" 26 "damage penalty on bodyshot" 0.01 "fire rate penalty" 0.75 "reload time increased" 0.75 "dmg pierces resists absorbs" 1 "speed_boost_on_kill" 3 "weapon spread bonus" 0.3 "shoot view punch angle" "-10 0 0" } CustomWeapon { Name "Mechanical Glock" OriginalItemName "upgradeable tf_weapon_pistol" "damage bonus HIDDEN" 3 "no damage falloff" 1 "fire rate penalty" 1.4 "mult crit dmg" 2.5 "maxammo secondary reduced" 1.416666666 "clip size penalty" 1.416666666 "custom item model" "models\weapons\c_models\c_lazygun.mdl" //"custom weapon fire sound" "=80|briefnegotiator_fire.wav" } CustomWeapon { Name "One-hit Wonder" OriginalItemName "The Ambassador" "can headshot" -1 "mod max primary clip override" -1 "maxammo secondary reduced" 0.04166666666 "damage bonus HIDDEN" 588 "fire rate penalty" 2 "add onhit addammo" 1 "no primary ammo from dispensers while active" 1 "special damage type" 3 "attach particle effect" 16 "is australium item" 1 "item style override" 1 "turn to gold" 1 "weapon spread bonus" 0.3 "shoot view punch angle" "-8 0 0" "cannot be upgraded" 1 "special item description" "Recover ammo on hit, deal less damage against tanks & bosses." } CustomWeapon { Name "Miniraygun" OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "custom item model" "models/ctf2w/weapons/c_models/c_miniraygun/c_miniraygun.mdl" "custom kill icon" minigun "crit vs wet players" 1 "minigun no spin sounds" 1 "damage bonus HIDDEN" 100 "maxammo primary reduced" 0.5 "fire rate penalty" 2 "override projectile type" 13 "set item tint RGB" 15185211 "projectile spread angle penalty" 1 "projectile lifetime" 1.75 "energy weapon penetration" 1 "projectile speed increased" 3 } CustomWeapon { Name "Tesla Shotgun" OriginalItemName "upgradeable tf_weapon_shotgun_primary" "custom item model" "models/weapons/c_models/c_sho_scattergun.mdl" "custom weapon fire sound" "=42|ambient/energy/zap3.wav" "damage bonus HIDDEN" 2 "bullets per shot bonus" 2 "clip size penalty HIDDEN" 0.66 "fire rate penalty" 1.5 "Reload time increased" 6 "explosive bullets" 72 "explosion particle" ExplosionCore_sapperdestroyed "explosion particle on direct hit" ExplosionCore_sapperdestroyed "crit vs wet players" 1 "reload full clip at once" 1 "custom weapon reload sound" "=40|ambient/energy/zap5.wav" "self dmg push force decreased" 0 "blast dmg to self increased" 0.25 "maxammo primary increased" 1.25 } CustomWeapon { Name "Machine Cannon" OriginalItemName "The Brass Beast" "custom item model" "models/weapons/c_models/c_assault_minigun/c_assault_minigun.mdl" "damage bonus HIDDEN" 14 "fire rate penalty" 1.65 "bullets per shot bonus" 0.25 "explosive bullets" 74 "self dmg push force decreased" 0 "blast dmg to self increased" 0.05 "spunup_damage_resistance" 1 "aiming movespeed decreased" 0.8 "no primary ammo from dispensers while active" 1 //"explosion particle" "rd_robot_explosion_smoke_linger" "maxammo primary reduced" 0.5 } CustomWeapon { Name "Bolshevik's Brew" OriginalItemName "Upgradeable tf_weapon_minigun" "damage bonus HIDDEN" 0.2 "Set DamageType Ignite" 1 "add cond on hit" 123 "add cond on hit duration" 1 "damage bonus vs burning" 0.5 "fire rate penalty" 6 "crits_become_minicrits" 1 "minigun spinup time increased" 1.5 "maxammo primary reduced" 0.1 "no primary ammo from dispensers while active" 1 "custom item model" "models/weapons/c_models/c_bolshevik_brew/c_bolshevik_brew.mdl" "custom kill icon" long_heatmaker } CustomWeapon { Name "Assault and Battering Ram" OriginalItemName "The Chargin' Targe" "charge impact damage increased" 101 "charge time increased" 2 "dmg taken from fire reduced" 1 "dmg taken from blast reduced" 1 "dmg taken from bullets reduced" 0.25 "dmg taken from crit reduced" 0.1 //"health from packs increased" 0.25 "custom item model" "models/weapons/c_models/c_assault_battering_ram/c_assault_battering_ram.mdl" } CustomWeapon { Name "Ammo Backpack (for Primary)" OriginalItemName "Rocko" "move speed penalty" 0.85 "maxammo primary increased" 3 "special item description" "You carry a lot more primary ammo, move speed heavily reduced" "custom item model" "models/workshop/player/items/engineer/dec15_winter_backup/dec15_winter_backup.mdl" } CustomWeapon { Name "Ammo Backpack (for Secondary)" OriginalItemName "Rocko" "move speed penalty" 0.85 "maxammo secondary increased" 3 "special item description" "You carry a lot more secondary ammo, move speed heavily reduced" "custom item model" "models/workshop/player/items/engineer/dec15_winter_backup/dec15_winter_backup.mdl" } CustomWeapon { Name "Safety Precaution" OriginalItemName "The Tin Pot" "special item description" "Safety first! +100 max HP, +30% bullet resistance in exchange of your primary weapon." "max health additive bonus" 100 "dmg taken from bullets reduced" 0.66 "custom item model" "models\player\items\soldier\soldier_pot.mdl" } CustomWeapon { Name "Prototype X3" OriginalItemName "The Air Strike" "clipsize increase on kill" 0 "clip size upgrade atomic" 8 "paintkit_proto_def_index" 232 "set_item_texture_wear" 0 "projectile sound" "npc/strider/fire.wav" "custom weapon fire sound" "weapons/stinger_fire1.wav" "custom impact sound" "=80|weapons/physcannon/energy_sing_explosion2.wav" "projectile no deflect" 1 "explosion particle" "rd_robot_explosion_smoke_linger" "projectile speed increased" 0.1 "projectile acceleration" 1000 "projectile acceleration time" 2 "projectile acceleration start time" 2 "Blast radius increased" 0.5 "damage bonus" 3 "mult projectile scale" 1.5 "fire rate bonus" 0.3 "faster reload rate" 1.5- "projectile trail particle" "spell_fireball_small_red" } CustomWeapon { Name "M16A1" OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "override projectile type" 1 "fire rate penalty" 2 "damage bonus HIDDEN" 5 "Reload time increased" 2 "maxammo primary reduced" 0.6666666666 "clip size bonus" 0.5 "shoot view punch angle" "0 0 0" "shoot view punch angle random" "0.8 0.8 0.5" "custom item model" "models/weapons/c_models/c_m16/c_m16.mdl" "custom weapon fire sound" "=80|weapons/m16_shoot.wav" //"custom weapon reload sound" "=80|fg42_reload.wav" "custom kill icon" smg } CustomWeapon { Name "FG 42" OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "override projectile type" 1 "clip size bonus" 3.3 "damage bonus HIDDEN" 9.3 "fire rate penalty" 1.66 "reload time increased" 3.6 "no damage falloff" 1 "mult crit dmg" 0.666 "maxammo primary reduced" 0.8 "clip size bonus" 0.5 "custom weapon fire sound" "=80|fg42f1.wav" //"custom weapon reload sound" "=80|fg42_reload.wav" "custom item model" "models/weapons/c_models/c_chains_of_command/c_chains_of_command.mdl" } CustomWeapon { Name "Hunting Rifle" OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "provide on active" 1 "can headshot" 1 "revolver use hit locations" 1 "alt-fire disabled" 1 "fire rate penalty" 2 "maxammo primary reduced" 0.8 "headshot damage increase" 6 "damage penalty on bodyshot" 2 "damage bonus HIDDEN" 3 "custom item model" "models/weapons/c_models/c_scopelessrifle/c_scopelessrifle.mdl" "custom weapon fire sound" "=80|weapons/mp40_shoot.wav" } CustomWeapon { Name "Astral Assassin" OriginalItemName "The Huntsman" "custom item model" "models/weapons/c_models/c_astral_assassin/c_astral_assassin.mdl" "custom projectile model" "models/weapons/c_models/c_astral_assassin_projectile/c_astral_assassin_projectile.mdl" //"provide on active" 1 "damage bonus HIDDEN" 3 "move speed bonus" 1.1 "speed_boost_on_kill" 2 "add cond when active" 48 "maxammo primary reduced" 0.5 "projectile gravity native" 0 "ignores other projectiles" 1 } CustomWeapon { Name "The Payoff" OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "custom item model" "models/ctf2w/weapons/c_models/c_payoff/c_payoff.mdl" "special item description" "When equipped, gain 250 credits per kill with this gun." "damage bonus HIDDEN" 4 "clip size penalty" 0.25 "maxammo primary reduced" 0.3125 "dmg taken from fire increased" 1.5 } CustomWeapon { Name "Cryo Cannon" OriginalItemName "tf_weapon_flamethrower" "special item description" "Freeze up any sucker standing in your way to a screeching halt with this fancy 'flame'thrower" "special item description 2" "No afterburn, airblast pushes enemies towards you" "paintkit_proto_def_index" 248 "set_item_texture_wear" 0 "attach particle effect" 703 "lunchbox adds minicrits" 1 "damage bonus HIDDEN" 5 "weapon burn time reduced" 0 "weapon burn dmg reduced" 0 "remove cond on hit" 22 "add cond on hit" 127 "add cond on hit duration" 1 "reverse airblast" 1 "slow enemy on hit" 1 "fire input on kill" "!caller^RunScriptCode^DispatchParticleEffect(`xms_snowburst`, self.GetOrigin(),Vector(0,0,10));EntFire(`!activator`,`ExtinguishPlayer`,null,0,self)" "set turn to ice" 1 "switch from wep deploy time decreased" 0.2 "airblast cost scale hidden" -1 "custom hit sound" "=65|weapons/icicle_freeze_victim_01.wav" "custom kill icon" "flamethrower" } CustomWeapon { Name "Ember Extender" OriginalItemName "The Nostromo Napalmer" "damage bonus HIDDEN" 2 "flame_drag" -4 "alt-fire disabled" 1 "add cond on hit" 123 "add cond on hit duration" 10 "flame ammopersec increased" 2 "no primary ammo from dispensers while active" 1 "SPELL: Halloween green flames" 1008 "special item description" "Long-range flames at double fuel cost, no airblast" "custom item model" "models/weapons/c_models/c_electric_flamethrower/c_electric_flamethrower.mdl" } CustomWeapon { Name "Booster Shot" OriginalItemName "Upgradeable tf_weapon_medigun" "heal rate bonus" 4 "ubercharge rate penalty" 0 "effect cond override" 6 //so in any case ppl manage to activate uber, it will do nothing lol "overheal penalty" 0 "revive rate" 0.01 "uber duration bonus" -10 "alt-fire disabled" 1 "custom item model" "models/weapons/c_models/c_booster_shot/c_booster_shot.mdl" } CustomWeapon { Name "Feathered Flight" OriginalItemName "Upgradeable tf_weapon_medigun" "heal rate penalty" 0.6 "ubercharge rate penalty" 1.5 "effect cond override" 32 "revive rate" 0.01 "special item description" "Ubercharge grants speed boost instead of invulnerability" "custom item model" "models/weapons/c_models/c_pigeon_medigun/c_pigeon_medigun.mdl" } CustomWeapon { Name "Frag Grenade" OriginalItemName "Mad Milk" "custom item model" "models/weapons/c_models/c_frag/c_frag.mdl" "custom projectile model" "models/weapons/c_models/c_frag/c_frag.mdl" "use original class weapon animations" 1 //"cannot be upgraded" 1 //"special damage type" 3 "item style override" 0 "projectile trail particle" "rockettrail" "Projectile speed increased" 1.8 "override projectile type" 17 "Blast radius increased" 2.0 "damage bonus HIDDEN" 200 "effect bar recharge rate increased" 1.3 "explosion particle" "ExplosionCore_buildings" "custom kill icon" taunt_soldier } CustomWeapon { Name "Incendiary Grenade" OriginalItemName "Mad Milk" "custom item model" "models/weapons/c_models/c_nitro/c_nitro.mdl" "custom projectile model" "models/weapons/c_models/c_nitro/c_nitro.mdl" "use original class weapon animations" 1 "override projectile type" 3 "cannot be upgraded" 1 "special damage type" 3 "item style override" 0 "Set DamageType Ignite" 1 "weapon burn dmg increased" 100 //"weapon burn time increased" 2 "fuse bonus" 0.8 "effect cond override" 12 "Blast radius increased" 1.25 "explosion particle" "asplode_hoodoo_burning_debris" "custom impact sound" "=100|ambient/fire/gascan_ignite1.wav" "effect bar recharge rate increased" 1.3 "Projectile speed increased" 1.8 "custom kill icon" firedeath } CustomWeapon { Name "Stun Hammer" OriginalItemName "Mad Milk" "custom item model" "models/weapons/c_models/c_mjolnir/c_mjolnir.mdl" "custom projectile model" "models/weapons/c_models/c_mjolnir/c_mjolnir.mdl" "use original class weapon animations" 1 "cannot be upgraded" 1 "item style override" 0 "projectile trail particle" "~utaunt_glowyplayer_purple_parent" "Projectile speed increased" 1.5 "override projectile type" 3 "Blast radius increased" 2 "damage bonus" 2 "fuse bonus" 0.5 "effect bar recharge rate increased" 3 "explosion particle" "drg_cow_explosioncore_charged" "fire input on hit" "popscript^$StunOnDetonation^" "custom kill icon" sledgehammer } CustomWeapon { Name "Primary Buff Banner" OriginalItemName "The Buff Banner" } CustomWeapon { Name "Nail Gun" OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "clip size bonus" 1.25 "can headshot" 1 "damage bonus HIDDEN" 5 "projectile speed increased" 3 "hidden primary max ammo bonus" 0.6666666666 "custom weapon fire sound" "=80|npc/turret_floor/shoot1.wav" "custom item model" "models/workshop/weapons/c_models/c_nailgun/c_nailgun.mdl" "use original class weapon animations" 1 } CustomWeapon { Name "Titanium Bomber" OriginalItemName "The Iron Bomber" //"clip size penalty" 0.5 "mult projectile count" 4 "custom kill icon" "merasmus_grenade" //"custom weapon fire sound" "npc/attack_helicopter/aheli_mine_drop1.wav" "reload full clip at once" 1 "projectile spread angle penalty" 4 "projectile speed increased" 0.9 //"projectile explode time" 1.15 "fire rate bonus" 2.25 "Reload time increased" 8.5 "Blast radius increased" 0.35 "projectile speed increased" 0.9 "paintkit_proto_def_index" 114 "mult projectile scale" 1.25 "projectile trail particle" "rockettrail" "set_item_texture_wear" 0 "self dmg push force decreased" 0 "fuse bonus" 0.6 "damage bonus HIDDEN" 1.5 } CustomWeapon { Name "Celtic Cluster" OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "damage bonus HIDDEN" 2.5 //"clip size penalty" 0.5 "mod ammo per shot" 2 "Blast radius increased" 1.1 "mult projectile count" 2 "Reload time increased" 2 "projectile speed increased" 1.8 "projectile spread angle penalty" 3 "custom item model" "models\workshop\weapons\c_models\c_lochnload-horizontal\c_lochnload-horizontal.mdl" } CustomWeapon { Name "Howitzer" OriginalItemName "The Loch-n-Load" "fire rate penalty" 3 "reload time increased" 3 "explosion particle" "fireSmokeExplosion" "custom impact sound" "=80|ambient/explosions/explode_9.wav" "custom weapon fire sound" "=80|ambient/explosions/explode_4.wav" "custom item model" "models/weapons/c_models/c_howitzer/c_lochnload.mdl" "custom projectile model" "models\props_lakeside_event\bomb_temp.mdl" "custom projectile size" 0.1 "Blast radius increased" 2 "damage bonus HIDDEN" 6 "clip size penalty" 0.25 "self dmg push force increased" 0 "blast dmg to self increased" 101 "sticky air burst mode" 0 "grenade no bounce" 1 "grenade bounce speed" 0 "grenade no drag" 1 "projectile explode time" 0.85 "grenade explode on impact" 1 "maxammo primary reduced" 0.375 "projectile speed increased" 0.6 "projectile spread angle penalty" 4 "no primary ammo from dispensers while active" 1 "special damage type" 1 "custom kill icon" megaton } CustomWeapon { Name "Baby Face's Blaster 2012" OriginalItemName "Baby Face's Blaster" "single wep deploy time increased" 1.8 "lose hype on take damage" 0 "clip size penalty" 1 "damage bonus HIDDEN" 1.75 "maxammo secondary reduced" 0.5 } CustomWeapon { Name "Vanguard Minigun" OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "damage bonus HIDDEN" 0.75 } CustomWeapon { Name "Freelance Mercenary" OriginalItemName "Activated Campaign 3 Pass" "custom item model" "models/player/items/all_class/hwn_spellbook_complete.mdl" "special item description" "Press the Action key to switch between classes on the fly. 5 second cooldown between uses" "special item description 2" "Items with charge meter require 8 seconds to be ready after switched to" } CustomWeapon { Name "Paratrooper Knife" OriginalItemName "Upgradeable TF_WEAPON_KNIFE" "provide on active" 1 "damage bonus HIDDEN" 5 //"melee attack rate bonus" 0.6 "deploy time decreased" 0.4 "move speed bonus" 1.2 "mod_maxhealth_drain_rate" 5 "custom item model" "models/weapons/c_models/c_bastard_backguard/c_bastard_backguard.mdl" "special item description" "Can backstab" "special item description 2" "Never bring a knife to a gun fight, son! Oh wait." } CustomWeapon { Name "The Airblaster" OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "airblast cost decreased" 0.5 "damage penalty" 0 "weapon burn dmg reduced" 0 "weapon burn time reduced" 0 "single wep deploy time decreased" 0.2 "single wep holster time increased" 1.8 //"maxammo primary reduced" 0.5 "spawn with physics toy" 1 // for the mode switch "extinguish restores health" 250 "no primary ammo from dispensers while active" 1 "special item description" "This flamethrower deal only 1 damage but has reduced airblast cost" "custom item model" "models/weapons/c_models/c_ash_m/c_ash_m.mdl" } CustomWeapon { Name "Flare Launcher" OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod max primary clip override" -1 "override projectile type" 6 "Set DamageType Ignite" 1 "add cond on hit" 123 "add cond on hit duration" 10 //"maxammo primary reduced" 1 "fire rate penalty" 1.65 "damage bonus HIDDEN" 2.5 "custom weapon fire sound" "=80|weapons/doom_flare_gun.wav" "custom item model" "models/weapons/c_models/c_firelauncher/c_firelauncher.mdl" } CustomWeapon { Name "The Full Throttle" OriginalItemName "upgradeable tf_weapon_shotgun_primary" "provide on active" 1 "damage bonus HIDDEN" 3 "damage penalty" 0.8 "move speed bonus" 1.3 "fire rate penalty" 0.9 "dmg taken increased" 1.67 "single wep deploy time increased" 4 "custom weapon fire sound" "=80|weapons/the_full_throttle_shoot.wav" "custom item model" "models/workshop/weapons/c_models/c_full_throttle/c_full_throttle.mdl" } CustomWeapon { Name "Drummed Devastator" OriginalItemName "upgradeable tf_weapon_shotgun_primary" "damage bonus HIDDEN" 3 "fire rate penalty" 0.75 "fire rate bonus with reduced health" 0.75 "dmg bonus while half dead" 3 "clip size penalty" 0.5 "Reload time increased" 3.5 "maxammo metal reduced" 0 "maxammo secondary reduced" 0.25 "move speed bonus" 1.15 "fire input on kill" "popscript^$aa12Kill^" "special item description" "Increases 10% clip size and 1% reload speed for every kills" "custom weapon fire sound" "=80|aa12_shoot.wav" "custom item model" "models/weapons/c_models/c_aa12/c_aa12.mdl" } CustomWeapon { Name "Incendiary Cannon" OriginalItemName "The Scorch Shot" "no primary ammo from dispensers while active" 1 "fire rate penalty" 3 "special item description" "Fire rockets" "damage bonus HIDDEN" 8 "Set DamageType Ignite" 1 "hidden secondary max ammo penalty" 0.5 "mod flaregun fires pellets with knockback" 0 "override projectile type" 2 "blast dmg to self increased" 0.05 //"custom weapon fire sound" "=80|weapons/stinger_fire1.wav" "custom kill icon" "flaregun" "custom item model" "models/weapons/c_models/c_ultimatum_flaregun/c_ultimatum_flaregun.mdl" "custom projectile model" "models/weapons/w_models/w_flaregun_shell.mdl" "projectile trail particle" "~rockettrail" } CustomWeapon { Name "Blue Goggles" OriginalItemName "Rocko" "set item tint rgb" 2452877 "special item description" "Highlight the target on hit using your primary weapon" //"hud overlay" "effects/combine_binocoverlay" "custom item model" "models/workshop/player/items/spy/sum22_night_vision_gawkers/sum22_night_vision_gawkers.mdl" } CustomWeapon { Name "Fire Retardant Suit" OriginalItemName "Rocko" "dmg taken from fire reduced" 0.33 "move speed penalty" 0.85 "custom item model" "models/workshop/player/items/spy/tw_spybot_armor/tw_spybot_armor.mdl" } CustomWeapon { Name "Bong! Atomic Punch" OriginalItemName "Festive Bonk 2014" "effect cond override" 64 "effect bar recharge rate increased" 3 "special item description" "Allow you to select between the given boosts" } CustomWeapon { Name "Stream Shooter" OriginalItemName "upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "damage bonus HIDDEN" 4 "override projectile type" 6 "mult projectile count" 6 "projectile spread angle penalty" 2 "ignores other projectiles" 1 "set damagetype ignite" 1 "damage bonus vs burning" 2 "Projectile speed increased" 1.75 "maxammo primary reduced" 0.5 "clip size penalty" 0.666666666 "custom weapon fire sound" "=30|weapons/doom_flare_gun.wav" "custom item model" "models/weapons/c_models/c_stream_shooter/c_stream_shooter.mdl" "projectile trail particle" "~flaming_arrow" "custom kill icon" huntsman_burning } CustomWeapon { Name "Hypodermic Injector" OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "damage penalty" 0.05 "fire rate penalty" 3 "add cond on hit" 1973016 "add cond on hit duration" 8 "add attributes on hit" "move speed penalty|0.5|8" "special item description" "Inject a series of debuffs into the target for 8 seconds" "custom item model" "models/weapons/c_models/c_hypodermic_injector/c_hypodermic_injector.mdl" } CustomWeapon { Name "Mortar Rocket Launcher" OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod max primary clip override" -1 "projectile gravity" 900 "grenade no spin" 1 "damage bonus HIDDEN" 5 "blast dmg to self increased" 0.05 "self dmg push force decreased" 0 //"rocket specialist" 1 //"no damage falloff" 1 "Projectile speed decreased" 0.7 "fire rate penalty" 2.5 "maxammo primary reduced" 0.5 "custom impact sound" "=80|weapons/explode5.wav" "custom weapon fire sound" "=80|weapons/rpg/rocketfire1.wav" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher_1.mdl" "custom projectile model" "models/weapons/w_models/w_wasp_launcher_rocket.mdl" } CustomWeapon { Name "The Nighthawk" OriginalItemName "TF_WEAPON_PISTOL" "damage bonus" 3 "damage bonus HIDDEN" 4 "fire rate penalty" 3.5 "clip size penalty" 0.6 "Reload time increased" 1.2 "maxammo secondary reduced" 0.972222222 "weapon spread bonus" 0.3 "shoot view punch angle" "-5 1 0" "shoot view punch angle random" "2 2 0" "custom weapon fire sound" "dshot.wav" "custom item model" "models\workshop\weapons\c_models\c_winger_distol\c_winger_distol.mdl" } CustomWeapon { Name "Rail Gun" OriginalItemName "The Classic" "damage bonus HIDDEN" 6.5 "reload time increased hidden" 0.6 "dmg pierces resists absorbs" 1 "sniper no headshot without full charge" 0 "sniper fires tracer" 1 "lunchbox adds minicrits" 2 "sniper charge per sec" 0 "mult sniper charge penalty DISPLAY ONLY" 0 "maxammo primary reduced" 0.4 "damage penalty on bodyshot" 0.25 "projectile penetration heavy" 5 "custom weapon fire sound" "=80|weapons/airboat/airboat_gun_energy2.wav" "custom item model" "models/weapons/c_models/c_railgun_mercenary/c_railgun_mercenary.mdl" } CustomWeapon { Name "50th Caliber" OriginalItemName "The AWPer Hand" "damage bonus HIDDEN" 7 "sniper only fire zoomed" 1 "no primary ammo from dispensers while active" 1 "explosive bullets" 35 "no damage falloff" 1 "maxammo primary reduced" 0.32 "fire rate penalty" 1.35 "sniper no headshots" 1 "blast dmg to self increased" 0.05 "custom item model" "models/ctf2w/weapons/c_models/c_atgun/c_atgun.mdl" } CustomWeapon { Name "The Ol' Hunter" OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "damage bonus HIDDEN" 3 "max health additive bonus" 25 "weapon spread bonus" 0.45 //"maxammo secondary reduced" 1 "fire rate penalty" 1.2 "bullets per shot bonus" 0.75 "custom item model" "models/weapons/c_models/c_shotgun_hunting/c_shotgun.mdl" } CustomWeapon { Name "The Highland Howitzer" OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "damage bonus HIDDEN" 8 "set damagetype ignite" 1 "Blast radius increased" 1.25 "max pipebombs decreased" -7 "clip size penalty" 0.25 "maxammo secondary reduced" 0.4166666666 //"reload full clip at once" 1 "fire rate penalty" 3.5 "Reload time increased" 3 "sticky arm time penalty" 0.95 "projectile speed increased" 4 "blast dmg to self increased" 500 "special damage type" 1 "attach particle effect" 701 "custom kill icon" megaton "explosion particle" hightower_explosion "custom impact sound" "misc/doomsday_missile_explosion.wav" "custom projectile model" "models/weapons/w_models/w_hardwarebomb/w_stickybomb.mdl" "custom item model" "models/weapons/c_models/c_stickybomb_launcher_heavyhit/c_stickybomb_launcher.mdl" } CustomWeapon { Name "The Demolition Frenzy" OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "damage bonus HIDDEN" 2 "Reload time decreased" 0.75 "fire rate penalty" 0.1 "stickybomb stick to enemies" 1 "sticky arm time bonus" -1 "max pipebombs decreased" -4 "projectile spread angle penalty" 5 "Blast radius decreased" 0.7 "blast dmg to self increased" 10 "custom item model" "models/weapons/c_models/c_blackybomb_launcher/c_blackybomb_launcher.mdl" } CustomWeapon { Name "Silenced Pistol" OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "damage bonus HIDDEN" 6 "weapon spread bonus" 0.8 "damage penalty" 0.67 "fire rate penalty" 1.5 "clip size penalty" 0.6666666666 "headshot damage increase" 2 "shoot view punch angle random" "0.4 0.4 0.3" "maxammo secondary reduced" 1.777777777 "custom weapon fire sound" "=90|Weapon_UrbanProfessional.Single" "custom item model" "models/weapons/c_models/c_pistol_whisper/c_pistol_whisper.mdl" } CustomWeapon { Name "Hellbent Axe" OriginalItemName "The Eyelander" "max health additive bonus" 25 "custom item model" "models/workshop/weapons/c_models/c_rift_fire_axe/c_rift_fire_axe.mdl" "set damagetype ignite" 1 "crit vs burning players" 1 "custom kill icon" "lava_axe" "fire rate penalty" 1.75 "damage bonus HIDDEN" 2.308 } CustomWeapon { Name "The Wildman´s Cutlery" OriginalItemName "Upgradeable TF_WEAPON_CLUB" "damage bonus HIDDEN" 2 "heal on kill" 25 "max health additive penalty" -25 "fire rate bonus" 0.9 "custom item model" "models/weapons/c_models/c_wildmans_cutlery/c_wildmans_cutlery.mdl" } CustomWeapon { Name "The Angel Blade" OriginalItemName "Upgradeable TF_WEAPON_KNIFE" "provide on active" 1 "damage bonus HIDDEN" 3.75 "fire rate penalty" 1.65 "dmg taken increased" 0.7 "custom item model" "models/weapons/c_models/c_angel_blade/c_angel_blade.mdl" } CustomWeapon { Name "Stun Baton" OriginalItemName "The Ham Shank" "damage bonus HIDDEN" 4.5 "add cond on hit" 71 "add cond on hit duration" 1.2 "hit self on miss" 1 "dmg taken from self reduced" 0.0192307692 "single wep deploy time increased" 3 "fire rate penalty" 4.5 "custom item model" "models/weapons/c_models/c_baton/c_baton.mdl" "custom kill icon" "necro_smasher" } CustomWeapon { Name "The Lead Pipe" OriginalItemName "the bat outta hell" "provide on active" 1 "damage bonus HIDDEN" 2.308 "add cond when active" 16 "fire rate penalty" 1.1 "move speed penalty" 0.95 "custom item model" "models/weapons/c_models/c_lead_pipe/c_lead_pipe.mdl" } CustomWeapon { Name "Roamin' Ranger" OriginalItemName "TF_WEAPON_SCATTERGUN" "damage bonus" 1.33 "damage bonus HIDDEN" 4 "weapon spread bonus" 0.67 "clip size bonus" 1.4 "bullets per shot bonus" 0.8 "fire rate penalty" 1.4 "Reload time increased" 1.1 "custom weapon fire sound" "=40|weapons/of_shotgun_shoot.wav" "custom item model" "models/weapons/c_models/c_roughrider/c_roughrider.mdl" } CustomWeapon { Name "The Sharp Shooter" OriginalItemName "upgradeable tf_weapon_shotgun_primary" "damage bonus HIDDEN" 1.75 "set damagetype ignite" 1 "bullets per shot bonus" 3 "fire rate penalty" 1.75 "maxammo primary increased" 0.1 "maxammo secondary reduced" 1.5 //"switch from wep deploy time decreased" 0.5 //"single wep deploy time decreased" 0.5 "special item description" "This shotgun comes with it's melee variant as a combo set" "special item description 2" "DO NOT use a primary weapon with it" "custom item model" "models/weapons/c_models/c_sharp_shooter_shotgun/c_sharp_shooter_shotgun.mdl" } CustomWeapon { Name "The Sharp Shooter (Melee)" OriginalItemName "TF_WEAPON_FIREAXE" "damage bonus HIDDEN" 2.308 "fire rate penalty" 1.2 "attack_minicrits_and_consumes_burning" 1 "minicrits become crits" 1 "maxammo primary increased" 0.1 "switch from wep deploy time decreased" 0.5 "single wep deploy time decreased" 0.5 "custom item model" "models/weapons/c_models/c_sharp_shooter_melee/c_sharp_shooter_melee.mdl" } CustomWeapon { Name "Big Buck Blaster" OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "damage bonus HIDDEN" 34.7222222 "clip size bonus" 1.333333333 "bullets per shot bonus" 0.1 "reload full clip at once" 1 "Reload time increased" 11 "projectile penetration heavy" 5 "no damage falloff" 1 "sniper fires tracer" 1 "weapon spread bonus" 0.5 "maxammo primary reduced" 0.75 "shoot view punch angle" "-4 0 0" "custom weapon fire sound" "=80|shell_shock_shoot.wav" "custom item model" "models/weapons/c_models/c_shotgun_bigbuck/c_shotgun.mdl" } CustomWeapon { Name "Crowbar" OriginalItemName "Necro Smasher" "always gib" 1 "damage bonus HIDDEN" 2.308 "dmg pierces resists absorbs" 1 "custom item model" "models/weapons/c_models/c_cratesmasher/c_cratesmasher_1.mdl" } CustomWeapon { Name "Tommy Gun" OriginalItemName "TF_WEAPON_SMG" "provide on active" 1 "damage bonus HIDDEN" 2.2 "fire rate bonus" 0.85 "bullets per shot bonus" 1.2 "clip size penalty" 0.8 "shoot view punch angle random" "1 1 0.5" "custom item model" "models/weapons/c_models/c_brief_negotiator/c_lmg.mdl" "custom weapon fire sound" "=80|lmg_shoot.wav" //"custom weapon reload sound" "lmg_reload.wav" // "cannot be upgraded" 1 } CustomWeapon { Name "Tranquilizer Gun" OriginalItemName "TF_WEAPON_REVOLVER" "custom item model" "models\weapons\c_models\c_tranquilizer\c_revolver.mdl" "special item description" "Fires syringes that mark and slow zombies" "max health additive bonus" 50 "override projectile type" 5 "damage bonus HIDDEN" 4 "mark for death" 1 "slow enemy on hit major" 3 "fire rate penalty" 1.5 "clip size penalty" 0.5 "halloween reload time decreased" 1.5 "no primary ammo from dispensers while active" 1 } CustomWeapon { Name "Gold Frying Pan" OriginalItemName "gold frying pan" "damage bonus" 19999 "hit self on miss" 1 "set_item_texture_wear" 0 "item style override" 0 "cannot be upgraded" 1 } CustomWeapon { Name "Fire Sentry" OriginalItemName "the flare gun" "damage bonus" 8.33333333 "ragdolls become ash" 1 "special damage type" 3 "custom kill icon" "obj_sentrygun" } CustomWeapon { Name "Arrow Sentry" OriginalItemName "The Huntsman" "override projectile type" 8 "projectile speed increased" 3 "damage bonus" 16 "fire rate bonus" 0.25 "reload time increased hidden" -0.8 "special damage type" 3 "custom kill icon" "obj_sentrygun" } CustomWeapon { Name "Jarate Bolt Sentry" OriginalItemName "The Crusader's Crossbow" "override projectile type" 11 "weapon spread bonus" 0 "projectile speed increased" 1.5 "damage bonus" 2.66666666 "fire rate bonus" 3 "reload time increased hidden" -0.8 "add cond on hit" 24 "add cond on hit duration" 8 "special damage type" 3 "custom kill icon" "obj_sentrygun" } CustomWeapon { Name "Bomb Sentry" OriginalItemName "Mad Milk" "override projectile type" 4 "damage bonus" 300 "projectile detonate time" 1 "stickybomb no stick" 1 "blast radius increased" 1.5 "arrow target bounce speed" 1 "projectile range decreased" 0.5 "blast dmg to self increased" 500 "energy weapon no deflect" 1 "special damage type" 3 "explosion particle" "rd_robot_explosion_smoke_linger" "custom kill icon" "obj_sentrygun" "custom projectile model" "models\props_lakeside_event\bomb_temp.mdl" } CustomWeapon { Name "Rocket Sentry" OriginalItemName "upgradeable TF_WEAPON_ROCKETLAUNCHER" "override projectile type" 2 "mult projectile count" 2 "damage bonus" 4 "blast radius decreased" 0.4 "mult projectile scale" -0.5 "projectile spread angle penalty" 2 "projectile speed increased" 2 "special damage type" 3 "explosion particle" "Explosion_Dustup" "custom kill icon" "obj_sentrygun" "projectile trail particle" "~rockettrail_burst_airstrike" } CustomWeapon { Name "Ali Baba's Wee Booties (Soldier)" OriginalItemName "Ali Baba's Wee Booties" "max health additive bonus" 50 "move speed bonus" 1.1 "cannot be upgraded" 1 } CustomWeapon { Name "AK-47" OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "fire rate penalty" 1.2 "override projectile type" 1 "Reload time increased" 2 "damage bonus HIDDEN" 5 "maxammo primary reduced" 0.6 "clip size bonus" 0.75 "blast dmg to self increased" 0.05 "self dmg push force decreased" 0 "shoot view punch angle" "0 0 0" "shoot view punch angle random" "1.2 1.2 0.5" "custom weapon fire sound" "=80|ak47_shoot.wav" "custom item model" "models/weapons/c_models/c_ak47/c_mmg.mdl" "custom kill icon" smg } CustomWeapon { Name "M240" OriginalItemName "Tomislav" "max health additive bonus" 150 "fire rate penalty" 0.2 "damage bonus HIDDEN" 0.7 "maxammo primary reduced" 2.5 "minigun spinup time decreased" 0.05 "weapon spread bonus" 2 "aiming movespeed decreased" 0.01 "alt-fire disabled" 1 "maxammo secondary reduced" 0.05 "custom item model" "models/weapons/c_models/c_heavyartillery/c_heavyartillery.mdl" "custom kill icon" tomislav } CustomWeapon { Name "Injuste" OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "fire rate penalty" 1.5 "minicritboost on kill" 3 "bullets per shot bonus" 3 "damage bonus HIDDEN" 2 "clip size bonus" 0.5 "weapon spread bonus" 0.3 "shoot view punch angle" "-8 0 0" //"maxammo secondary increased" 0.5 "custom item model" "models/weapons/c_models/c_death_blossom/c_death_blossom.mdl" } CustomWeapon { Name "Chainsaw" OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "custom item model" "models/weapons/c_models/c_w_chainsaw/c_w_chainsaw.mdl" "damage bonus HIDDEN" 12 //"dmg pierces resists absorbs" 1 "no damage falloff" 1 "particle effect use head origin" 1 "particle effect vertical offset" -5000 "custom weapon fire sound" "=58|denominator/chain_wind_up.wav" "custom minigun spin sound" "common/null.wav" "custom wind up sound" "=58|denominator/chain_wind_up.wav" "custom wind down sound" "=58|denominator/chain_wind_down.wav" "custom hit sound" "=58|denominator/chainsaw1.wav" "custom impact sound" "SolidMetal.BulletImpact" "custom kill icon" "saw_kill" "override projectile type" 2 "projectile no deflect" 1 "stay after regenerate" 1 "custom projectile size" 12 "projectile lifetime" 0.15 "blast radius decreased" 0.5 "no self blast dmg" 2 "self dmg push force decreased" 0 "no explosion particles" 1 "centerfire projectile" 1 "custom projectile model" "models/empty.mdl" "minigun spinup time decreased" 0.25 "aiming movespeed decreased" 1.2 "add damage type" 128 "remove damage type" 64 "alt-fire disabled" 1 "spunup_damage_resistance" 0.75 //"special damage type" 3 //"maxammo primary increased" 2.5 //"cannot be upgraded" 1 } ClassLimit //Limits the number of specified classes { Scout 2 Soldier 2 Pyro 2 Demoman 2 Heavyweapons 2 Engineer 2 Medic 2 Sniper 2 Spy 1 } PlayerAttributes { "can headshot" 1 "crit mod disabled" 0 "min respawn time" 9999 "move accuracy mult" 1.33 "duck accuracy mult" 0.5 "midair accuracy mult" 1.5 "mult_patient_overheal_penalty_active" 0.5 "use original class weapon animations" 1 // test //"health regen" 5 // that's right, WE'RE DOING IT?? "powerup max charges" -2 "cannot be backstabbed" 1 //"no_jump" 1 "remove cond on hit" 64 "self dmg push force decreased" 0.15 //"damage force reduction" 0.01 "killstreak tier" 1 "penetrate teammates" 1 "canteen specialist" 10 "dmg taken from self reduced" 0.3 Scout { "min respawn time" 4444 // disable scout's quick respawn "hidden maxhealth non buffed" 25 "move speed penalty" 0.735 "no double jump" 1 //"maxammo secondary increased" 5.55 } Soldier { "can headshot" 1 "hidden maxhealth non buffed" -50 "move speed penalty" 1.225 //"mod rage on hit penalty" -70 "blast dmg to self increased" 0.01 //"custom view model" "models/weapons/c_models/c_soldier_arms_rocketless.mdl" } Pyro { "hidden maxhealth non buffed" -25 "mult airblast refire time" 4 "airblast cost scale hidden" 2.5 "flame ammopersec increased" 1.5 "move speed penalty" 0.98 } Demoman { "hidden maxhealth non buffed" -25 "charge recharge rate increased" 0.10 "blast dmg to self increased" 0.01 "move speed penalty" 1.05 } Heavyweapons { "hidden maxhealth non buffed" -150 "move speed penalty" 1.278 "dmg taken from self reduced" 0.05 } Engineer { "hidden maxhealth non buffed" 25 "building max level" 1 "mult teleporter recharge rate" 0.3 "bidirectional teleport" 1 "move speed penalty" 0.98 "hidden secondary max ammo penalty" 0.18 // wtf why do you have so much ammo //"destroy buildings on death" 1 "engy sentry damage bonus" 3 //"mvm sentry ammo" 0.5 "dmg taken from self reduced" 0.01 "mod dispenser cost" 4 "metal_pickup_decreased" 0.5 } Medic { //"hidden maxhealth non buffed" -25 "move speed penalty" 0.918 "no primary ammo from dispensers while active" 1 //"health regen" 0 // medic doesn't get the regen buff, they already have one "health drain medic" -3 } Sniper { "hidden maxhealth non buffed" 25 "move speed penalty" 0.98 "sniper aiming movespeed decreased" 2 } Spy { "hidden maxhealth non buffed" 75 "move speed penalty" 0.918 "health from packs increased" 0.5 "overheal decay penalty" 0.01 } } CustomWeapon { "Super Shank" { OriginalItemName "Prinny Machete" "damage bonus" 307.693 "melee cleave attack" 1 "melee range multiplier" 2.8 "fire rate penalty" 6 "cannot be upgraded" 1 "special item description" "Deal huge damage in one hit, but take ages to wait between each swings." } "Blunderbuss" { OriginalItemName TF_WEAPON_SHOTGUN_PRIMARY "custom item model" "models\weapons\c_models\c_bmmh\c_bmmh.mdl" "custom weapon fire sound" "=80|shadows/hubby_shoot.mp3" "provide on active" 1 "clip size penalty" 0.5 "damage bonus HIDDEN" 3 //"explosive bullets" 116 "fire rate penalty" 1.25 "blast radius decreased" 0.2 "blast dmg to self increased" 0.1 // lower self damage? "spread penalty" 1.33 "self dmg push force decreased" 0 "can headshot" -1 "penetrate teammates" 1 } // "The Firearm" // { // OriginalItemName "TF_WEAPON_PISTOL" // use pt to toggle proper bodygroup? // "custom item model" "models\weapons\c_models\c_frearm\c_frearm.mdl" // "custom weapon fire sound" Weapon_WidowMaker.Single // "maxammo primary increased" 1.5 // "provide on active" 1 // "damage bonus HIDDEN" 5 // "mod max primary clip override" 30 // "fire rate bonus HIDDEN" 0.85 // "can headshot" 1 // } "Double Barrel" { OriginalItemName "upgradeable tf_weapon_shotgun_primary" // secondary weapon "custom item model" "models/weapons/c_models/c_shotfun/c_shotfun.mdl" "custom weapon fire sound" "Weapon_Scatter_Gun_Double.Single" "custom weapon reload sound" "Weapon_DoubleBarrel.TubeClose" "fire full clip at once" 1 "reload full clip at once" 1 "damage bonus HIDDEN" 4 "mod max primary clip override" 2 "reload time increased" 2.2 "custom kill icon" force_a_nature "weapon spread bonus" 1.2 "can headshot" 1 "maxammo secondary reduced" 0.3125 } "The Ray Gun" { OriginalItemName "The C.A.P.P.E.R" "damage bonus HIDDEN" 8 //"explosive bullets" 116 "fire rate penalty" 1.5 "mod max primary clip override" 20 "blast dmg to self increased" 0.1 "self dmg push force decreased" 0 "can headshot" -1 "penetrate teammates" 1 "maxammo secondary reduced" 1.11111111 } "Beam Rifle" { OriginalItemName "upgradeable tf_weapon_shotgun_primary" "bullets per shot bonus" 0.5 "custom item model" "models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl" "custom weapon fire sound" "Weapon_ShootingStar.SingleCharged" "custom kill icon" shooting_star "sniper fires tracer" 1 "fire rate bonus HIDDEN" 1.75 "projectile penetration heavy" 2 "reload full clip at once" 1 "reload time increased" 5 "damage bonus HIDDEN" 10 "mod max primary clip override" 4 "maxammo primary reduced" 0.75 "ragdolls become ash" 1 "can headshot" -1 } "Tactigatling" { OriginalItemName "upgradeable tf_weapon_shotgun_primary" "bullets per shot bonus" 1.25 "custom item model" "models\weapons\c_models\c_tgat\c_tgat.mdl" "fire rate bonus HIDDEN" 0.8 "reload time increased hidden" 0.7 "damage bonus HIDDEN" 1.25 "mod max primary clip override" 9 "burst fire count" -3 "burst fire rate mult" 2.5 "weapon spread bonus" 0.5 "can headshot" 1 } "Das Maschinenpistole" { OriginalItemName TF_WEAPON_SYRINGEGUN_MEDIC //"override projectile type" 1 // bullet //"projectile speed increased HIDDEN" 5000 //"projectile gravity" 1000 "damage bonus HIDDEN" 6 "fire rate bonus HIDDEN" 1.8 "reload time increased hidden" 1.75 "custom item model" "models\weapons\c_models\c_mp40\c_mp40.mdl" //"custom weapon fire sound" Weapon_SMG.Single // maybe this won't be fucking loud!! //"custom kill icon" smg "mad milk syringes" 1 "mod max primary clip override" 15 "hidden primary max ammo bonus" 0.4 } "The Punch Packer" // beggars scattergun { OriginalItemName "TF_WEAPON_SCATTERGUN" "custom item model" "models\weapons\c_models\c_packer.mdl" "reload time increased hidden" 0.75 "panic_attack" 1 "damage bonus HIDDEN" 4 "fire rate bonus HIDDEN" 0.5 "mod max primary clip override" 4 "auto fires full clip" 1 "mult_spread_scales_consecutive" 1 } "Primary SMG" { OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "custom item model" "models/weapons/c_models/c_smg/c_smg.mdl" "custom weapon reload sound" "Weapon_Revolver.WorldReload" "custom weapon fire sound" Weapon_SMG.Single "override projectile type" 1 "custom kill icon" smg // "fire rate bonus HIDDEN" 0.25 "reload time increased" 1.25 "weapon spread bonus" 0 "mod max primary clip override" 25 "hidden primary max ammo bonus" 0.5 "damage bonus HIDDEN" 2 // single pellet only, so needs a bit more damage } "BRAINS" { OriginalItemName "Necro Smasher" "damage bonus HIDDEN" 0.77 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "custom kill icon" infection_scout "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam } "BRAINS but sharper" { OriginalItemName "Necro Smasher" "damage bonus HIDDEN" 0.1539 "is invisible" 1 "add cond when active" 64 "bleeding duration" 8 "SPELL: set Halloween footstep type" 41234123 "custom kill icon" bleed_kill "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam } "BRAINS but visible" { OriginalItemName "The Amputator" "damage bonus HIDDEN" 1.01 "fire rate penalty" 2 "custom impact sound" "weapons/ubersaw_hit1.wav" "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam } "BRAINS but lethal" { OriginalItemName "Necro Smasher" "damage bonus HIDDEN" 3 //"is invisible" 1 "custom kill icon" guillotine "dmg bonus vs buildings" 1000 "fire rate penalty" 1.5 "dmg pierces resists absorbs" 1 "damage causes airblast" 1 "custom impact sound" "weapons/cleaver_hit_02.wav" "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam } "BRAINS but baby" { OriginalItemName "Necro Smasher" "damage bonus HIDDEN" 0.0769231 "fire rate bonus" 0.5 "is invisible" 1 "dmg bonus vs buildings" 10 "melee range multiplier" 1.4 "custom kill icon" infection_engineer "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam } "BRAINS but toxic" { OriginalItemName "Necro Smasher" "damage bonus HIDDEN" 0.1 "fire rate penalty" 1.5 "add attributes on hit" "healing received penalty|0.01|10|mod_maxhealth_drain_rate|15|10" "bleeding duration" 10 "melee range multiplier" 2.8 "is invisible" 1 "custom impact sound" "weapons/halloween_boss/knight_axe_hit.wav" "custom kill icon" infection_acid_puddle } "BRAINS but piercing" { OriginalItemName "Warrior's Spirit" "damage bonus HIDDEN" 1.01 "fire rate penalty" 2 "alt-fire disabled" 1 // for heavy AI "add cond on hit" 25943 "add cond on hit duration" 0.75 "remove cond on hit" 94 "melee cleave attack" 1 "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam } // uberweapons // generic "Bio-Breaker" // box only { OriginalItemName "TF_WEAPON_MINIGUN" "custom item model" "models/weapons/c_models/c_biobreaker/c_biobreaker.mdl" "damage bonus HIDDEN" 12 //"dmg pierces resists absorbs" 1 "no damage falloff" 1 "particle effect use head origin" 1 "particle effect vertical offset" -5000 "custom weapon fire sound" "misc/null.wav" "custom minigun spin sound" "misc/null.wav" "custom wind up sound" "=100|ambient/machines/spinup.wav" "custom wind down sound" "=100|ambient/machines/spindown.wav" "custom hit sound" "=70|ambient/grinder/grinderbot_01.wav" "custom impact sound" "SolidMetal.BulletImpact" "custom kill icon" "saw_kill" "custom projectile model" "models/empty.mdl" "override projectile type" 2 "projectile no deflect" 1 "stay after regenerate" 1 "custom projectile size" 12 "projectile lifetime" 0.15 "blast radius decreased" 0.5 "no self blast dmg" 2 "self dmg push force decreased" 0 "no explosion particles" 1 "centerfire projectile" 1 "minigun spinup time decreased" 0.25 "aiming movespeed decreased" 1.2 "add damage type" 128 "remove damage type" 64 "alt-fire disabled" 1 "minigun full movement" 1 "spunup_damage_resistance" 0.75 //"special damage type" 3 //"maxammo primary increased" 2.5 //"cannot be upgraded" 1 } "Thunder Gun" // box only { OriginalItemName "upgradeable tf_weapon_shotgun_primary" "custom item model" "models\weapons\c_models\c_drg_phlogistinator\c_drg_phlogistinator.mdl" "custom weapon fire sound" "=80|shadows/thundergun_fire.mp3" "special item description" "Fires a lethal charge of electricity" "attach particle effect" 3045 "fire rate bonus HIDDEN" 2.5 "reload time increased" -1 "max bullet range" 12 "maxammo secondary reduced" 0.1875 "custom kill icon" phlogistinator "clip size penalty" 0.1666666666 "can headshot" -1 } "Zeus Cannon" // box only { OriginalItemName "upgradeable tf_weapon_shotgun_primary" "custom item model" "models\weapons\c_models\c_drg_phlogistinator\c_drg_phlogistinator.mdl" "custom weapon fire sound" "=80|shadows/thundergun_fire.mp3" "special item description" "Fires a lethal charge of electricity" "attach particle effect" 3045 "fire rate bonus HIDDEN" 2.3 "reload time increased" -1 "max bullet range" 12 "maxammo secondary reduced" 0.375 "custom kill icon" phlogistinator "clip size penalty" 0.333333333 "cannot be upgraded" 1 "can headshot" -1 } "Great Gatsby" // pistol { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "custom projectile size" 3 "fire rate bonus" 0.001 "reload time increased" 2.5 "projectile spread angle penalty" 8 "projectile lifetime" 0.75 "damage bonus HIDDEN" 201 "clip size penalty" 0.25 "maxammo secondary increased" 1.5 "override projectile type" 12 "projectile speed increased HIDDEN" 800 "projectile trail particle" ~dxhr_lightningball_parent_red "mult projectile scale" 0 "fire rate bonus HIDDEN" 3.3 "self dmg push force decreased" 0 "ragdolls become ash" 1 "special damage type" 3 "custom projectile model" models/weapons/w_models/w_flaregun_shell.mdl "custom item model" "models/weapons/c_models/c_ttg_max_gun/c_ttg_max_gun.mdl" "custom weapon fire sound" "=60|weapons/pistol_shoot_crit.wav" "custom kill icon" pistol "cannot be upgraded" 1 } "Frammilizer" // beam rifle { OriginalItemName TF_WEAPON_SHOTGUN_HWG "bullets per shot bonus" 0.5 "custom item model" "models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl" "custom weapon fire sound" "Weapon_ShootingStar.SingleCharged" "custom kill icon" shooting_star "sniper fires tracer" 1 "fire rate bonus HIDDEN" 1.3 "projectile penetration heavy" 4 "reload full clip at once" 1 "reload time increased" 1.3 "damage bonus HIDDEN" 100 "mod max primary clip override" 10 "maxammo secondary increased" 5 "ragdolls become ash" 1 "can headshot" -1 "cannot be upgraded" 1 } "Soviet Slammer" // tgat { OriginalItemName TF_WEAPON_SHOTGUN_HWG "bullets per shot bonus" 1.25 "custom item model" "models\weapons\c_models\c_tgat\c_tgat.mdl" "fire rate bonus" 0.3 "reload time increased hidden" 0.7 "damage bonus" 10 "mod max primary clip override" 36 "burst fire count" -6 "burst fire rate mult" 2 "maxammo secondary increased" 5 "weapon spread bonus" 0.5 "can headshot" 1 "cannot be upgraded" 1 } "The Pinch Hitter" // Shortstop { OriginalItemName "The Shortstop" "damage bonus" 10 "mod max primary clip override" 12 "maxammo primary increased" 4 "fire rate bonus" 0.5 "reload time increased hidden" 2 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "The Gut Wrecker" // double barrel { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" // secondary weapon "custom item model" "models/weapons/c_models/c_shotfun/c_shotfun.mdl" "custom weapon fire sound" "Weapon_Scatter_Gun_Double.Single" "custom weapon reload sound" "Weapon_DoubleBarrel.TubeClose" "fire full clip at once" 1 "reload full clip at once" 1 "damage bonus HIDDEN" 16 "bullets per shot bonus" 2 "fire rate bonus" 0.8 "mod max primary clip override" 2 "maxammo secondary reduced" 0.9375 "reload time increased" 1.5 "custom kill icon" force_a_nature "weapon spread bonus" 1.2 "can headshot" 1 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } // scout "Boston Handshake" // scattergun { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "is australium item" 1 "item style override" 1 //"paintkit_proto_def_index" 296 //"set_item_texture_wear" 0 "damage bonus HIDDEN" 10 "bullets per shot bonus" 2 "fire rate bonus" 0.6 "reload time increased hidden" 0.75 "maxammo primary increased" 2 "cannot be upgraded" 1 } "Super Shotgun" // Fan/Soda { OriginalItemName "The Force-a-Nature" "is australium item" 1 "item style override" 1 //"paintkit_proto_def_index" 296 //"set_item_texture_wear" 0 "damage bonus HIDDEN" 8 "bullets per shot bonus" 1.5 "fire rate bonus" 0.8 "reload time increased hidden" 0.8 "fire full clip at once" 1 "maxammo primary increased" 2 "cannot be upgraded" 1 } // soldier "Earth Shaker" // rocket { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "is australium item" 1 "item style override" 1 //"paintkit_proto_def_index" 296 //"set_item_texture_wear" 0 "cannot be upgraded" 1 "damage bonus HIDDEN" 12 "fire rate bonus" 0.6 "reload time increased hidden" -0.8 "maxammo primary increased" 3 "self dmg push force decreased" 0 "custom weapon fire sound" MVM.GiantSoldierRocketShoot // "custom impact sound" MVM.GiantSoldierRocketExplode } "Mule Kick" // shotgun { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 8 "bullets per shot bonus" 2 "fire rate bonus" 1.3 "reload time increased hidden" 0.75 "damage causes airblast" 1 "maxammo secondary increased" 2.5 "cannot be upgraded" 1 } // pyro "Inferno Cannon" // DF { OriginalItemName "The Dragon's Fury" "attach particle effect" 2 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus HIDDEN" 9 "damage bonus vs burning" 3 // apparently functions just like damage bonus, the check is goofy "mult_item_meter_charge_rate" 0.8 "maxammo primary increased" 5 "cannot be upgraded" 1 } "Face Melter" // flamethrower { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "is australium item" 1 "item style override" 1 //"paintkit_proto_def_index" 296 //"set_item_texture_wear" 0 "damage bonus HIDDEN" 12 "maxammo primary increased" 4.5 "airblast dashes" 1 "mult airblast refire time" 5 "airblast cost increased" 5 "cannot be upgraded" 1 } "Burning Love" // shotgun { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" // normal one is engineer-only but THIS ONE is multiclass???? "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus HIDDEN" 6 "dmg penalty vs players" 2 "bullets per shot bonus" 1.5 "fire rate bonus" 0.9 "reload time increased hidden" 0.75 "maxammo secondary increased" 2.5 "Set DamageType Ignite" 1 "damage bonus vs burning" 3 "cannot be upgraded" 1 } // demo "The Fat Boy" // grenadelauncher { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "clip size penalty" 0.2 "grenade explode on impact" 1 "damage bonus HIDDEN" 28 "fire rate penalty" 3.5 "dmg falloff decreased" 0.5 "blast dmg to self increased" 0.75 "maxammo primary reduced" 0.7 "explosion particle" hightower_explosion "custom projectile model" "models\weapons\w_models\w_atomball_blu.mdl" // nice "custom impact sound" "misc/doomsday_missile_explosion.wav" "penetrate teammates" 1 "Blast radius increased" 2 "self dmg push force decreased" 0.15 "is australium item" 1 "item style override" 1 //"paintkit_proto_def_index" 296 //"set_item_texture_wear" 0 "cannot be upgraded" 1 } "The Cactus Blast" // stickies { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "damage bonus" 11 "maxammo secondary increased" 3 "Blast radius increased" 1.5 "fire rate bonus" 0.15 "stickybomb stick to enemies" 1 "penetrate teammates" 1 "projectile spread angle penalty" 5 "blast radius increased" 0.4 "self dmg push force decreased" 0.15 "reload time increased hidden" 0.65 "is australium item" 1 "item style override" 1 //"paintkit_proto_def_index" 296 //"set_item_texture_wear" 0 "cannot be upgraded" 1 } // heavy "Death Machine" // minigun { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "damage bonus HIDDEN" 4 "bullets per shot bonus" 2 "maxammo primary increased" 3.5 "minigun spinup time decreased" -0.1 "aiming movespeed decreased" 2 "is australium item" 1 "item style override" 1 //"paintkit_proto_def_index" 296 // "aiming movespeed decreased" 0.0025 // does not work on pyro, apparently this is heavy-only "no primary ammo from dispensers while active" 1 "penetrate teammates" 1 //"set_item_texture_wear" 0 "cannot be upgraded" 1 } "Big Boris" // shotgun, renamed because funny { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "provide on active" 1 "fire rate bonus" 2 "bullets per shot bonus" 10 "paintkit_proto_def_index" 296 "maxammo secondary increased" 2 "penetrate teammates" 1 "damage bonus" 3 "reload full clip at once" 1 "set_item_texture_wear" 0 "hand scale" 1.5 "cannot be upgraded" 1 } // engineer "Dell-OROM's Lament" // shotgun { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" "models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl" "special item description" "Cannot headshot" "override projectile type" 1 "sniper fires tracer" 1 "damage bonus" 6 "bullets per shot bonus" 3 "penetrate teammates" 1 "projectile penetration heavy" 1 "fire rate bonus" 2 "reload time increased hidden" -1 "can headshot" -1 "cannot be upgraded" 1 "ragdolls plasma effect" 1 "custom weapon fire sound" "=80|weapons/cow_mangler_explosion_charge_04.wav" } // medic "DNA Rejuvenator" // whatever medic melee. used to be primary { OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "special item description" "Invasively resurrects a regular Zombie" "special item description 2" "Target dies after 5 seconds" "damage penalty" 0.1 "custom item model" "models/workshop/weapons/c_models/c_uberneedle/c_uberneedle.mdl" "fire input on hit" "popscript^$rejuvenatorHit^" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 //"special damage type" 1 } "Durchbohren" // crossbow? { OriginalItemName "The Crusader's Crossbow" "damage bonus HIDDEN" 6 "maxammo primary increased" 3 "special item description" "Piercing enemies grants extra damage" "clip size upgrade atomic" 5 "projectile penetration" 1 "fire rate bonus" 0.2 "penetration damage penalty" 1.5 "custom item model" "models/workshop/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow_xmas.mdl" "custom item model" "models/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow_xmas.mdl" "cannot be upgraded" 1 "faster reload rate" 0.25 //"reload full clip at once" 1 } // sniper "The Love Tap" // sniper rifle { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "damage bonus HIDDEN" 8 "projectile penetration heavy" 2 "headshot damage increase" 4 "maxammo primary increased" 3 "SRifle Charge rate increased" 5 "sniper only fire zoomed" 1 "penetrate teammates" 1 //"paintkit_proto_def_index" 296 //"set_item_texture_wear" 0 "is australium item" 1 "item style override" 1 "cannot be upgraded" 1 } "The Bristleback" // compound bow { OriginalItemName "The Huntsman" "custom item model" "models/weapons/c_models/c_bow/c_bow_xmas.mdl" "attach particle effect" 16 "dmg penalty vs players" 8 "arrow mastery" 3 "maxammo primary increased" 3 // "projectile penetration" 1 // oops the arrow does the fucky wucky "penetrate teammates" 1 "cannot be upgraded" 1 } // spy "The Kingpin" // ambassador { OriginalItemName "The Ambassador" "headshot damage increase" 25 "clip size penalty" 0.15 "reload time decreased" 2 "is australium item" 1 "item style override" 1 "cannot be upgraded" 1 } "Electro Powered Bat" { OriginalItemName "Batsaber" "custom item model" "models/workshop/weapons/c_models/c_invasion_bat/c_invasion_bat.mdl" "dmg pierces resists absorbs" 1 "damage bonus" 21 "melee cleave attack" 1 "always crit" 1 "cannot be upgraded" 1 } "The Lightweapons" // smg { OriginalItemName "Upgradeable TF_WEAPON_SMG" "damage bonus HIDDEN" 21 "clip size bonus upgrade" 1 "maxammo secondary increased" 1.67 "fire rate penalty" 2 "is australium item" 1 "item style override" 1 "cannot be upgraded" 1 } "The Golden Loaf" // black box 1 { OriginalItemName "The Black Box" "clip size upgrade atomic" 1.3 "maxammo primary increased" 3 "fire rate bonus" 0.001 "health on radius damage" 10 "projectile spread angle penalty" 2 "damage bonus" 8.5 "blast radius decreased" 0.4 "self dmg push force decreased" 0 "reload time decreased" 3 "reload full clip at once" 1 "is australium item" 1 "item style override" 1 "cannot be upgraded" 1 } "The Impending Nuke" // black box 2 { OriginalItemName "The Black Box" "damage bonus HIDDEN" 28 "clip size penalty" 0.33 "maxammo primary increased" 0.5 "health on radius damage" 5 "use large smoke explosion" 1 "fire rate bonus" 3.5 "Projectile speed increased" 0.45 "Blast radius increased" 1.5 "blast dmg to self increased" 0.75 "self dmg push force decreased" 0 "projectile trail particle" "flare_glow" "SPELL: Halloween pumpkin explosions" 1007 "attach particle effect" 702 "set_item_texture_wear" 0 "paintkit_proto_def_index" 255 "cannot be upgraded" 1 } "The Windows 8 Repair Tool" // wrench 1 { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" //"engy sentry fire rate increased" 2 //"engy building health bonus" 1.112 "damage bonus" 4.308 "fire rate bonus" 0.5 "construction rate increased" 6 "building max level" 3 "building color rgb" 16119106 "is australium item" 1 "item style override" 1 "cannot be upgraded" 1 } "Makeshift Flamethrower" // wrench 2 { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "Set DamageType Ignite" 1 "crit vs burning players" 1 "engy sentry radius increased" 0.2 "mvm sentry ammo" 0.5 //"engy building health bonus" 4.4 "damage bonus HIDDEN" 34.308 "sentry bullet weapon" "Fire Sentry" "custom sentry model" "models/buildables/skirmisher1.mdl" "mod dispenser cost" 99 "mult dispenser rate" -99 "set_item_texture_wear" 0 "paintkit_proto_def_index" 205 "attach particle effect" 701 "cannot be upgraded" 1 } "My Little Rockets" // tomislav { OriginalItemName "Tomislav" "reload time decreased" 4.33 "blast radius decreased" 0.5 "override projectile type" 2 "fire rate bonus" 3.67 "projectile speed increased" 3 "damage bonus HIDDEN" 41 "custom projectile model" models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl "projectile trail particle" rockettrail "projectile gravity" 300 "custom weapon fire sound" =80|mvm\giant_demoman\giant_demoman_grenade_shoot.wav //"maxammo primary increased" 0.5 "aiming movespeed decreased" 1.5 "custom kill icon" tomislav "is australium item" 1 "item style override" 1 "cannot be upgraded" 1 } "The Rescue Angel" // medigun { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "provide on active" 1 "generate rage on heal" 2 "increase buff duration" 0.2 //"mult medigun range" 2 "ubercharge rate bonus" 3 "healing mastery" 2 "uber duration bonus" -4 //"no primary ammo from dispensers while active" -1 "is australium item" 1 "item style override" 1 "cannot be upgraded" 1 } "Blast Handcannon" // detonator { OriginalItemName "The Detonator" "blast dmg to self increased" 0.25 "self dmg push force decreased" 0 "damage bonus HIDDEN" 22.2 "rocket specialist" 1 "maxammo secondary increased" 2.5 "weapon burn time reduced" 0.25 "fire rate penalty" 1.2 "reload time increased" 1.35 "override projectile type" 2 "paintkit_proto_def_index" 414 "projectile trail particle" spell_fireball_small_red "custom projectile model" models/weapons/w_models/w_drg_ball.mdl "custom kill icon" "detonator" "explosion particle" "halloween_explosion" "Set DamageType Ignite" 1 "Projectile speed increased" 1.25 "set_item_texture_wear" 0 "minicrit vs burning player" 0 "no damage falloff" 1 "custom weapon fire sound" "=50|weapons/flaregun/fire.wav" "custom impact sound" "=80|weapons/explode4.wav" } "The Texan Sniper Rifle" // rescue ranger { OriginalItemName "The Rescue Ranger" "damage bonus HIDDEN" 6 "maxammo primary increased" 3 "mult projectile count" 3 "projectile spread angle penalty" 2 "projectile penetration" 1 "Projectile speed increased HIDDEN" 1.3 "mark for death on building pickup" 0 "clip size bonus upgrade" 2 "attach particle effect" 9 "paintkit_proto_def_index" 112 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "Kurt Kobain's New and Improved Microphone" // Iron Bomber { OriginalItemName "The Iron Bomber" "damage bonus HIDDEN" 3.5 "maxammo primary increased" 6.25 "reload time decreased" 0.4 "fire rate bonus HIDDEN" 0.3 "projectile spread angle penalty" 2.5 "clip size upgrade atomic" 5.5 "self dmg push force decreased" 0.15 "sticky air burst mode" 2 "attach particle effect" 9 "paintkit_proto_def_index" 112 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "The HHHH" // Eyelander { OriginalItemName "The Eyelander" "damage bonus HIDDEN" 44.308 "max health additive bonus" 50 "max health additive penalty" 0 "move speed bonus" 1.08 "custom item model" "models\weapons\c_models\c_headtaker\c_headtaker.mdl" "SPELL: set Halloween footstep type" 2 "attach particle effect" 8 "custom kill icon" "headtaker" "cannot be upgraded" 1 "heal on kill" 10 } } ExtraLoadoutItems // in here so the dumpster can call them into your pockets { AllowEquipOutsideSpawn 1 Scout { Primary { Item "The Punch Packer" Cost 0 Hidden 0 } Primary { Item "Baby Face's Blaster 2012" Hidden 1 } Primary { Item "Roamin' Ranger" Cost 0 Hidden 0 } Primary { Item "The Payoff" Cost 5000 Hidden 0 } Secondary { Item "Gamma Gazer" Cost 0 Hidden 0 } Secondary { Item "Silenced Pistol" Cost 0 Hidden 0 } Secondary { Item "Bong! Atomic Punch" Cost 0 Hidden 0 } Melee { Item "Stun Baton" Cost 0 Hidden 0 } Action { Item "Ammo Backpack (for Primary)" } Action { Item "Ammo Backpack (for Secondary)" } } Soldier { Primary { Item "Atom Launcher" Cost 0 Hidden 0 } Primary { Item "Mortar Rocket Launcher" Cost 0 Hidden 0 } Primary { Item "Ali Baba's Wee Booties (Soldier)" Hidden 0 } Primary { Item "M16A1" Cost 0 Hidden 0 } Secondary { Item "Double Barrel" Cost 0 Hidden 0 } Secondary { Item "The Nighthawk" Cost 0 Hidden 0 } Secondary { Item "Thunder Gun" Cost 0 Hidden 0 } Secondary { Item "Frag Grenade" Cost 0 Hidden 0 } Melee { Item "Paratrooper Knife" Cost 0 Hidden 0 } Action { Item "Ammo Backpack (for Primary)" } Action { Item "Ammo Backpack (for Secondary)" } } Pyro { Primary { Item "Cryo Cannon" Cost 0 Hidden 0 } Primary { Item "Ember Extender" Cost 0 Hidden 0 } Primary { Item "The Airblaster" Cost 0 Hidden 0 } Primary { Item "Flare Launcher" Cost 0 Hidden 0 } Secondary { Item "Thunder Gun" Cost 0 Hidden 0 } Secondary { Item "The Sharp Shooter" Cost 5 Hidden 0 } Secondary { Item "Stream Shooter" Cost 0 Hidden 0 } Secondary { Item "Incendiary Cannon" Cost 0 Hidden 0 } Secondary { Item "Incendiary Grenade" Cost 0 Hidden 0 } Action { Item "Ammo Backpack (for Primary)" } Action { Item "Ammo Backpack (for Secondary)" } } Demoman { Primary { Item "Titanium Bomber" Cost 0 Hidden 0 } Primary { Item "Celtic Cluster" Cost 0 Hidden 0 } Primary { Item "Howitzer" Cost 0 Hidden 0 } Secondary { Item "Assault and Battering Ram" Cost 0 Hidden 0 } Secondary { Item "The Highland Howitzer" Cost 0 Hidden 0 } Secondary { Item "The Demolition Frenzy" Cost 0 Hidden 0 } Melee { Item "Hellbent Axe" Cost 0 Hidden 0 } Action { Item "Ammo Backpack (for Primary)" } Action { Item "Ammo Backpack (for Secondary)" } } Heavyweapons { Primary { Item "Miniraygun" Cost 0 Hidden 0 } Primary { Item "Machine Cannon" Cost 0 Hidden 0 } Primary { Item "Bolshevik's Brew" Cost 0 Hidden 0 } Primary { Item "Vanguard Minigun" Cost 0 Hidden 0 } Primary { Item "Chainsaw" Cost 0 Hidden 0 } Primary { Item "M240" Cost 0 Hidden 0 } Secondary { Item "Thunder Gun" Cost 0 Hidden 0 } Secondary { Item "Tactigatling" Cost 0 Hidden 0 } Secondary { Item "The Full Throttle" Cost 0 Hidden 0 } Secondary { Item "Tesla Shotgun" Cost 0 Hidden 0 } Secondary { Item "Health Pack Launcher" Cost 0 Hidden 0 } Secondary { Item "Ammo Box Launcher" Cost 0 Hidden 0 } Melee { Item "The Lead Pipe" Cost 0 Hidden 0 } Action { Item "Ammo Backpack (for Primary)" } Action { Item "Ammo Backpack (for Secondary)" } } Engineer { Primary { Item "Blunderbuss" Hidden 0 } Primary { Item "Drummed Devastator" Cost 0 Hidden 0 } Primary { Item "The Full Throttle" Cost 0 Hidden 0 } Primary { Item "Big Buck Blaster" Cost 0 Hidden 0 } Primary { Item "Beam Rifle" Cost 0 Hidden 0 } Secondary { Item "The Ray Gun" Cost 0 Hidden 0 } Secondary { Item "Silenced Pistol" Cost 0 Hidden 0 } Secondary { Item "Mechanical Glock" Cost 0 Hidden 0 } Secondary { Item "Stun Hammer" Cost 0 Hidden 0 } Action { Item "Ammo Backpack (for Primary)" } Action { Item "Ammo Backpack (for Secondary)" } } Medic { Primary { Item "Tranquilizer Gun" Cost 0 Hidden 0 } Primary { Item "Das Maschinenpistole" Cost 0 Hidden 0 } Primary { Item "The Clinical Trial" Cost 0 Hidden 0 } Primary { Item "FG 42" Cost 0 Hidden 0 } Secondary { Item "Booster Shot" Cost 0 Hidden 1 } Secondary { Item "Feathered Flight" Cost 0 Hidden 1 } Melee { Item "S.A.W" Cost 0 Hidden 0 } Melee { Item "Hypodermic Injector" Cost 0 Hidden 0 } Action { Item "Safety Precaution" Cost 0 Hidden 0 } Action { Item "Ammo Backpack (for Primary)" } Action { Item "Ammo Backpack (for Secondary)" } } Sniper { Primary { Item "Rail Gun" Cost 0 Hidden 0 } Primary { Item "50th Caliber" Cost 0 Hidden 0 } Primary { Item "Hunting Rifle" Cost 0 Hidden 0 } Primary { Item "Astral Assassin" Cost 0 Hidden 0 } Primary { Item "The Ol' Hunter" Cost 0 Hidden 0 } Primary { Item "AK-47" Cost 0 Hidden 0 } Secondary { Item "Tommy Gun" Cost 0 Hidden 0 } Secondary { Item "The Buff Banner" Cost 0 Hidden 0 } Secondary { Item "The Concheror" Cost 0 Hidden 0 } Secondary { Item "The Battalion's Backup" Cost 0 Hidden 0 } Melee { Item "The Wildman´s Cutlery" Cost 0 Hidden 0 } Action { Item "Blue Goggles" Cost 0 Hidden 0 } Action { Item "Ammo Backpack (for Primary)" } Action { Item "Ammo Backpack (for Secondary)" } } Spy { Secondary { Item "Injuste" Hidden 0 } Secondary { Item "Rustler's Revolver" Hidden 0 } Secondary { Item "Flintlock" Cost 12000 Hidden 0 } Secondary { Item "One-hit Wonder" Cost 15000 Hidden 0 } Melee { Item "The Angel Blade" Cost 0 Hidden 0 } PDA2 { Item "The Dead Ringer" Cost 15000 Hidden 0 } } Action { Item "Fire Retardant Suit" } Melee { Item "Crowbar" Cost 5 } Melee { Item "Super Shank" Cost 30000 } Action { Item "Freelance Mercenary" Cost 1000 } } ExtendedUpgrades { MaxUpgradesTier { 1 99999999999 2 99999999999 3 99999999999 4 99999999999 5 99999999999 } MinUpgradesTier { 1 5 2 7 3 6 4 1 } // player upgrades PU_ExtraHealth { Name "+25 max health" Attribute "max health additive bonus" Increment 25 Cap 100 Cost 2500 Tier 1 PlayerUpgrade 1 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Demoman AllowPlayerClass Pyro AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Medic AllowPlayerClass Sniper } PU_HeadRattle { Name "Explosive headshot" Attribute "explosive sniper shot" Increment 2 Cap 2 Cost 7500 Tier 1 PlayerUpgrade 1 Description "Only buy this if your weapon can headshot!" AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Demoman AllowPlayerClass Pyro AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Medic AllowPlayerClass Spy } PU_HeadRattle_Sniper { Name "Explosive headshot" Attribute "explosive sniper shot" Increment 1 Cap 5 Cost 2000 Tier 1 PlayerUpgrade 1 Description "Only buy this if your weapon can headshot!" AllowPlayerClass Sniper } PU_HealthReg { Name "+1 health regeneration" Attribute "health regen" Increment 1 Cap 5 Cost 5000 Tier 1 PlayerUpgrade 1 } //PU_AmmoReg //{ // Name "+5% ammo regeneration" // Attribute "ammo regen" // Increment 0.05 // Cap 0.1 // Cost 2000 // Tier 1 // PlayerUpgrade 1 //} PU_MetalReg { Name "+20 metal regeneration" Attribute "metal regen" Increment 40 Cap 400 Cost 2000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Engineer } PU_Special_Scout_1 { Name "SPECIAL I: +20% movement speed" Attribute "CARD: move speed bonus" Increment 0.2 Cap 1.2 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Scout } PU_Special_Scout_2 { Name "SPECIAL II: +100% faster weapon switch" Attribute "taunt attack name" Increment 1 Cap 1 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Scout SecondaryAttributes { "deploy time decreased" 0 } } PU_Special_Soldier_1 { Name "SPECIAL I: +100% projectile speed" Attribute "Projectile speed increased" Increment 1 Cap 2 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Soldier } PU_Special_Soldier_2 { Name "SPECIAL II: +5s of Buff + Battalion effects on kill" Attribute "add cond on kill" Increment 6672 Cap 6672 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Soldier SecondaryAttributes { "add cond on kill duration" 5 } } PU_Special_Pyro_1 { Name "SPECIAL I: +1s Ubercharge on kill" Attribute "add cond on kill" Increment 51 Cap 51 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Pyro SecondaryAttributes { "add cond on kill duration" 1 } } PU_Special_Pyro_2 { Name "SPECIAL II: Minicrits vs burning zombies" Attribute "minicrit vs burning player" Increment 1 Cap 1 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Pyro } PU_Special_Demo_1 { Name "SPECIAL I: +100% blast radius" Attribute "blast radius increased" Increment 1 Cap 2 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Demoman } PU_Special_Demo_2 { Name "SPECIAL II: Grenades explode on impact" Attribute "grenade explode on impact" Increment 1 Cap 1 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Demoman } PU_Special_Heavy_1 { Name "SPECIAL I: +50% max HP" Attribute "mult max health" Increment 0.5 Cap 1.5 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Heavyweapons } PU_Special_Heavy_2 { Name "SPECIAL II: Bullets penetrate multiple enemies" Attribute "projectile penetration heavy" Increment 5 Cap 5 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Heavyweapons } PU_Special_Engineer_1 { Name "SPECIAL I: +500% increased bullet damage to your sentry's target" Attribute "damage bonus bullet vs sentry target" Increment 5 Cap 5 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Engineer } PU_Special_Engineer_2 { Name "SPECIAL II: +100% Sentry ammo, +50% sentry range" Attribute "multiple sentries" Increment 1 Cap 1 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Engineer Description "Normal sentry costs 1300 metals, drone costs 1000 metals" SecondaryAttributes { "mvm sentry ammo" 1 "engy sentry radius increased" 1.5 "mod sentry cost" 9 } } PU_Special_Medic_1 { Name "SPECIAL I: +50% bonus healing from all sources" Attribute "healing received bonus" Increment 1.5 Cap 2 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Medic } PU_Special_Medic_2 { Name "SPECIAL II: Passive Amputator effect" Attribute "add cond when active" Increment 55 Cap 55 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Medic } PU_Special_Sniper_1 { Name "SPECIAL I: +10s Jarate effect on hit" Attribute "add cond on hit" Increment 24 Cap 24 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Sniper SecondaryAttributes { "add cond on hit duration" 10 } } PU_Special_Sniper_2 { Name "SPECIAL II: Slight increase in fire rate and reload speed" Attribute "projectile particle name" Increment 1 Cap 1 Cost 20000 Tier 1 PlayerUpgrade 1 //Description "Do not use this with Bonus Room 4, cause you to slow down" SecondaryAttributes { "fire rate bonus HIDDEN" -0.15 "halloween reload time decreased" -0.15 } AllowPlayerClass Sniper } PU_Special_Spy_1 { Name "SPECIAL I: Crits whenever it would normally mini-crit" Attribute "minicrits become crits" Increment 1 Cap 1 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Spy } PU_Special_Spy_2 { Name "SPECIAL II: Backstabs instantly kill all non-boss enemies" Attribute "armor piercing" Increment 1000000 Cap 1000000 Cost 20000 Tier 1 PlayerUpgrade 1 AllowPlayerClass Spy } // canteen CT_Crit { Name "Crit Boost Canteen" Attribute "critboost" Increment 1 Cap 6 Cost 2000 Tier 1 UIGroup 2 AllowedWeapons { ClassName "tf_powerup_bottle" } DisallowedUpgrade { Upgrade CT_Uber Level 1 } DisallowedUpgrade { Upgrade CT_Recall Level 1 } DisallowedUpgrade { Upgrade CT_Refill Level 1 } OnUpgrade { Output "canteen_count_update,$FireUser5," } OnApply { Output "canteen_count_update,$FireUser5," } OnDowngrade { Output "canteen_count_update,$FireUser5," Output "on_canteen_empty,Trigger,,0" } OnRestore { Output "canteen_count_update,$FireUser5," } } CT_Uber { Name "Ubercharge Canteen" Attribute "ubercharge" Increment 1 Cap 6 Cost 10000 Tier 1 UIGroup 2 AllowedWeapons { ClassName "tf_powerup_bottle" } DisallowedUpgrade { Upgrade CT_Crit Level 1 } DisallowedUpgrade { Upgrade CT_Recall Level 1 } DisallowedUpgrade { Upgrade CT_Refill Level 1 } OnUpgrade { Output "canteen_count_update,$FireUser5," } OnApply { Output "canteen_count_update,$FireUser5," } OnDowngrade { Output "canteen_count_update,$FireUser5," Output "on_canteen_empty,Trigger,,0" } OnRestore { Output "canteen_count_update,$FireUser5," } } CT_Recall { Name "Recall Canteen" Attribute "recall" Increment 1 Cap 6 Cost 100 Tier 1 UIGroup 2 Description "Will remove your Mannpower! Drop it before consuming the canteen" AllowedWeapons { ClassName "tf_powerup_bottle" } DisallowedUpgrade { Upgrade CT_Crit Level 1 } DisallowedUpgrade { Upgrade CT_Uber Level 1 } DisallowedUpgrade { Upgrade CT_Refill Level 1 } OnUpgrade { Output "canteen_count_update,$FireUser5," } OnApply { Output "canteen_count_update,$FireUser5," } OnDowngrade { Output "canteen_count_update,$FireUser5," Output "on_canteen_empty,Trigger,,0" } OnRestore { Output "canteen_count_update,$FireUser5," } } CT_Refill { Name "Refill Ammo Canteen" Attribute "refill_ammo" Increment 1 Cap 6 Cost 250 Tier 1 UIGroup 2 AllowedWeapons { ClassName "tf_powerup_bottle" } DisallowedUpgrade { Upgrade CT_Crit Level 1 } DisallowedUpgrade { Upgrade CT_Uber Level 1 } DisallowedUpgrade { Upgrade CT_Recall Level 1 } OnUpgrade { Output "canteen_count_update,$FireUser5," } OnApply { Output "canteen_count_update,$FireUser5," } OnDowngrade { Output "canteen_count_update,$FireUser5," Output "on_canteen_empty,Trigger,,0" } OnRestore { Output "canteen_count_update,$FireUser5," } } // gun upgrades WU_Clipsize { Name "+25% clip size" Attribute "clip size bonus upgrade" Increment 0.25 Cap 3.5 Cost 800 Tier 1 AllowedWeapons { Slot Primary Slot Secondary Classname tf_weapon_revolver // you special child, you } DisallowedWeapons { Classname tf_weapon_grenadelauncher Classname tf_weapon_grenadelauncher Classname tf_weapon_pipebomblauncher Classname tf_weapon_rocketlauncher Classname tf_weapon_buff_item Classname tf_weapon_minigun Classname tf_weapon_flamethrower Classname tf_weapon_rocketlauncher_fireball Classname tf_weapon_flaregun Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_sniperrifle Classname tf_weapon_sniperrifle_classic Classname tf_weapon_sniperrifle_decap Classname tf_weapon_compound_bow Classname tf_weapon_mechanical_arm Classname tf_weapon_medigun Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_wearable_demoshield Classname tf_weapon_crossbow Classname tf_weapon_laser_pointer ItemName "The B.A.S.E. Jumper" ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" ItemName "Injuste" ItemName "Prototype X3" ItemName "The Flying Guillotine" ItemName "The Widowmaker" ItemName "Double Barrel" ItemName "The Direct Hit" ItemName "The Cow Mangler 5000" ItemName "The Loose Cannon" ItemName "Tranquilizer Gun" ItemName "Gamma Gazer" ItemName "Drummed Devastator" ItemName "Ali Baba's Wee Booties (Soldier)" ItemName "Big Buck Blaster" ItemName "Beam Rifle" } } WU_MedicClipsize_Crossbow { Name "+1 clip size" Attribute "clip size upgrade atomic" Increment 1 Cap 5 Cost 800 Tier 1 AllowedWeapons { Classname tf_weapon_crossbow } } WU_Misc_Ammo { Name "+100% max misc ammo" Attribute "maxammo grenades1 increased" Increment 1 Cap 6 Cost 200 Tier 1 AllowedWeapons { ClassName tf_weapon_bat_wood ClassName tf_weapon_bat_giftwrap } } WU_ReRate_Throw { Name "+10% recharge rate" Attribute "effect bar recharge rate increased" Increment -0.10 Cap 0.5 Cost 2500 Tier 1 AllowedWeapons { Classname tf_weapon_jar Classname tf_weapon_gas ClassName tf_weapon_bat_wood ClassName tf_weapon_bat_giftwrap ItemName "The Flying Guillotine" } DisallowedWeapons { Classname tf_weapon_jar_milk ItemName "Frag Grenade" } } WU_ReRate_ThrowMilk { Name "+5% recharge rate" Attribute "effect bar recharge rate increased" Increment -0.05 Cap 0.8 Cost 400 Tier 1 AllowedWeapons { Classname tf_weapon_jar_milk } DisallowedWeapons { ItemName "Frag Grenade" } } WU_Damage_FlyingGui { Name "+500% Damage bonus" Attribute "dmg penalty vs players" Increment 5 Cap 26 Cost 4000 Tier 1 AllowedWeapons { ItemName "The Flying Guillotine" } } WU_ReRate_Lunchbox { Name "+15% recharge rate" Attribute "mult_item_meter_charge_rate" Increment -0.15 Cap 0.4 Cost 400 Tier 1 AllowedWeapons { Classname tf_weapon_lunchbox } } WU_Snare_Throw { Name "-35% speed on target" Attribute "applies snare effect" Increment -0.35 Cap 0.65 Cost 5000 Tier 1 AllowedWeapons { Classname tf_weapon_jar Classname tf_weapon_jar_milk } DisallowedWeapons { ItemName "Frag Grenade" } } WU_CozyCamper_Blast { Name "+10% blast resistance" Attribute "dmg taken from blast reduced" Increment -0.1 Cap 0.5 Cost 1000 Tier 1 AllowedWeapons { ItemName "The Cozy Camper" } } WU_CozyCamper_Bullet { Name "+10% bullet resistance" Attribute "dmg taken from bullets reduced" Increment -0.1 Cap 0.5 Cost 1000 Tier 1 AllowedWeapons { ItemName "The Cozy Camper" } } WU_CozyCamper_Fire { Name "+10% fire resistance" Attribute "dmg taken from fire reduced" Increment -0.1 Cap 0.5 Cost 2500 Tier 1 AllowedWeapons { ItemName "The Cozy Camper" } } WU_CozyCamper_Crit { Name "+10% crit resistance" Attribute "dmg taken from crit reduced" Increment -0.1 Cap 0.5 Cost 1000 Tier 1 AllowedWeapons { ItemName "The Cozy Camper" } } WU_Clipsize_Soldemo { Name "+1 clip size" Attribute "clip size upgrade atomic" Increment 1 Cap 10 Cost 800 Tier 1 AllowPlayerClass Soldier AllowPlayerClass Demoman AllowedWeapons { Classname tf_weapon_grenadelauncher //Classname tf_weapon_pipebomblauncher Classname tf_weapon_rocketlauncher ItemName "The Direct Hit" } DisallowedWeapons { Classname tf_weapon_pipebomblauncher ItemName "Mortar Rocket Launcher" ItemName "The Loose Cannon" ItemName "The Cow Mangler 5000" ItemName "Celtic Cluster" ItemName "Howitzer" } } WU_Clipsize_Stickies { Name "+1 clip size" Attribute "clip size bonus" Increment 0.125 Cap 2.25 Cost 800 Tier 1 AllowedWeapons { Classname tf_weapon_pipebomblauncher } DisallowedWeapons { ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" ItemName "The Highland Howitzer" } } WU_Clipsize_LooseCannon { Name "+1 clip size" Attribute "clip size bonus" Increment 0.25 Cap 3.5 Cost 800 Tier 1 AllowedWeapons { ItemName "The Loose Cannon" } } WU_Clipsize_CM5000 { Name "+1 clip size" Attribute "clip size bonus upgrade" Increment 0.25 Cap 3.5 Cost 800 Tier 1 AllowedWeapons { ItemName "The Cow Mangler 5000" } } WU_Firerate { Name "+15% fire rate" // changed due to rounding error with +10% Attribute "fire rate bonus" Increment -0.15 Cap 0.4 Cost 1200 Tier 1 AllowedWeapons { Slot Primary Slot Secondary } DisallowedWeapons { Classname tf_weapon_revolver Classname tf_weapon_flamethrower Classname tf_weapon_pistol Classname tf_weapon_pistol_scout Classname tf_weapon_buff_item Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_mechanical_arm Classname tf_weapon_medigun Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_parachute Classname tf_wearable_demoshield Classname tf_weapon_rocketlauncher_fireball Classname tf_weapon_sniperrifle Classname tf_weapon_sniperrifle_classic Classname tf_weapon_sniperrifle_decap Classname tf_weapon_laser_pointer Classname tf_weapon_compound_bow Classname tf_weapon_smg Classname tf_weapon_syringegun_medic ItemName "The B.A.S.E. Jumper" ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Tactigatling" ItemName "Chainsaw" ItemName "AK-47" ItemName "Prototype X3" ItemName "Titanium Bomber" ItemName "The Inferno" ItemName "Needle Shotgun" ItemName "Bio-Breaker" ItemName "The Flying Guillotine" ItemName "Blast Handcannon" ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" ItemName "The Widowmaker" ItemName "The Cleaner's Carbine" ItemName "Mortar Rocket Launcher" ItemName "The Winger" ItemName "Pretty Boy's Pocket Pistol" ItemName "Miniraygun" ItemName "L'Etranger" ItemName "the ambassador" ItemName "the diamondback" ItemName "the enforcer" ItemName "Injuste" ItemName "Atom Launcher" ItemName "Machine Cannon" ItemName "FG 42" ItemName "Drummed Devastator" ItemName "Stream Shooter" ItemName "M240" ItemName "Ali Baba's Wee Booties (Soldier)" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" ItemName "The Highland Howitzer" } } WU_FirerateSmall { Name "+5% fire rate" Attribute "fire rate bonus" Increment -0.05 Cap 0.8 Cost 1200 Tier 1 AllowedWeapons { Classname tf_weapon_syringegun_medic Classname tf_weapon_smg Classname tf_weapon_pistol Classname tf_weapon_pistol_scout Classname tf_weapon_revolver ItemName "The Winger" ItemName "Pretty Boy's Pocket Pistol" ItemName "L'Etranger" ItemName "the ambassador" ItemName "the diamondback" ItemName "the enforcer" ItemName "Injuste" ItemName "Drummed Devastator" ItemName "The Widowmaker" ItemName "The Cleaner's Carbine" } DisallowedWeapons { ItemName "Desert Eagle" ItemName "M16A1" ItemName "AK-47" } } WU_FirerateTgat { Name "+15% fire rate" Attribute "fire rate bonus" Increment -0.15 Cap 0.10 Cost 1200 Tier 1 AllowedWeapons { ItemName "Tactigatling" } } WU_FirerateHHowitzer { Name "+10% fire rate" Attribute "fire rate bonus" Increment -0.10 Cap 0.7 Cost 2000 Tier 1 AllowedWeapons { ItemName "The Highland Howitzer" } } WU_AmmoPrim { Name "+25% max ammo" Attribute "maxammo primary increased" Increment 0.25 Cap 2.5 Cost 1000 Tier 1 AllowedWeapons { Slot Primary } DisallowedWeapons { Classname tf_weapon_compound_bow Classname weapon_demoman_boots Classname tf_weapon_flamethrower ItemName "The Dragon's Fury" ItemName "The Phlogistinator" ItemName "The B.A.S.E. Jumper" ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Pomson 6000" ItemName "The Widowmaker" ItemName "The Cow Mangler 5000" ItemName "Tranquilizer Gun" ItemName "Mortar Rocket Launcher" ItemName "Ali Baba's Wee Booties (Soldier)" ItemName "The Ol' Hunter" } } WU_AmmoSecond { Name "+25% max ammo" Attribute "maxammo secondary increased" Increment 0.25 Cap 2.5 Cost 1000 Tier 1 AllowedWeapons { Slot Secondary ItemName "The Ol' Hunter" } DisallowedWeapons { Classname tf_weapon_buff_item Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_mechanical_arm Classname tf_weapon_medigun Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_wearable_demoshield Classname tf_weapon_laser_pointer ItemName "The B.A.S.E. Jumper" ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "The Flying Guillotine" ItemName "The Righteous Bison" ItemName "The Manmelter" ItemName "Thunder Gun" ItemName "Gamma Gazer" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" } } WU_AmmoBow { Name "+25% max ammo" Attribute "maxammo primary increased" Increment 0.25 Cap 2.5 Cost 1000 Tier 1 AllowedWeapons { Classname tf_weapon_compound_bow } } WU_AmmoGazer { Name "+10 max ammo" Attribute "maxammo secondary increased" Increment 0.2 Cap 2 Cost 1000 Tier 1 AllowedWeapons { ItemName "Gamma Gazer" } } WU_Revspeed { Name "+10% faster while deployed" Attribute "aiming movespeed increased" Increment 0.1 Cap 1.5 Cost 750 Tier 1 AllowedWeapons { Classname tf_weapon_minigun } DisallowedWeapons { ItemName "Chainsaw" ItemName "Bio-Breaker" ItemName "M240" } } WU_Spinupspeed { Name "+10% faster spin up time" Attribute "minigun spinup time decreased" Increment -0.1 Cap 0.5 Cost 1250 Tier 1 AllowedWeapons { Classname tf_weapon_minigun } DisallowedWeapons { ItemName "Chainsaw" ItemName "Bio-Breaker" ItemName "M240" } } WU_BolshevikBurnTime { Name "+50% afterburn duration" Attribute "weapon burn time increased" Increment 0.5 Cap 3.5 Cost 1000 Tier 1 AllowedWeapons { ItemName "Bolshevik's Brew" } } WU_BolshevikBurnDmg { Name "+100% afterburn damage bonus" Attribute "weapon burn dmg increased" Increment 1 Cap 8 Cost 4000 Tier 1 AllowedWeapons { ItemName "Bolshevik's Brew" } } WU_Reloadspeed { Name "+10% faster reload" Attribute "faster reload rate" Increment -0.1 Cap 0.7 Cost 1500 Tier 1 AllowedWeapons { Slot Primary Slot Secondary Classname tf_weapon_revolver } DisallowedWeapons { Classname tf_weapon_buff_item Classname tf_weapon_flamethrower Classname tf_weapon_minigun Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_mechanical_arm Classname tf_weapon_medigun Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_wearable_demoshield Classname tf_weapon_rocketlauncher_fireball Classname tf_weapon_laser_pointer ItemName "The B.A.S.E. Jumper" ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" ItemName "Tactigatling" ItemName "Double Barrel" ItemName "Prototype X3" ItemName "Titanium Bomber" ItemName "The Flying Guillotine" ItemName "Blast Handcannon" ItemName "The Widowmaker" ItemName "The Manmelter" ItemName "Rail Gun" ItemName "Mortar Rocket Launcher" ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" ItemName "The Shortstop" ItemName "The Force-a-Nature" ItemName "Gamma Gazer" ItemName "Drummed Devastator" ItemName "Ali Baba's Wee Booties (Soldier)" ItemName "Flare Launcher" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" } } WU_ReloadspeedCrossbow { Name "+30% faster reload" Attribute "faster reload rate" Increment -0.3 Cap 0.3 Cost 1500 Tier 1 AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } } WU_ProjSpeed { Name "+15% projectile speed" Attribute "Projectile speed decreased" Increment 0.15 Cap 1.75 Cost 1250 Tier 1 AllowedWeapons { Classname tf_weapon_syringegun_medic Classname tf_weapon_grenadelauncher ItemName "Flare Launcher" } } WU_ProjSpeedGazer { Name "+10% projectile speed" Attribute "Projectile speed increased" Increment 0.1 Cap 1.4 Cost 750 Tier 1 AllowedWeapons { ItemName "Gamma Gazer" } } WU_ArrowMaster { Name "[*] +2 arrows per shot" Attribute "arrow mastery" Increment 1 Cap 2 Cost 3500 Tier 1 DisallowedUpgrade { Upgrade WU_Penetration_Bow Level 1 } AllowedWeapons { Classname tf_weapon_compound_bow } } WU_Penetration_Bow { Name "[*] Projectile penetration" Attribute "projectile penetration" Increment 1 Cap 1 Cost 5000 Tier 1 Description "[*] Choose one, the other can't be upgraded" DisallowedUpgrade { Upgrade WU_ArrowMaster Level 1 } AllowedWeapons { ClassName tf_weapon_compound_bow } } //WU_BurstFireAK //{ // Name "Burst fire mode" // Attribute "burst fire count" // Increment -3 // Cap -3 // Cost 0 // Tier 1 // SecondaryAttributes // { // "burst fire rate mult" 1.5 // "fire rate penalty" 0.1 // } // AllowedWeapons // { // ItemName "AK-47" // } //} WU_MedicHealRate { Name "+10% heal rate" Attribute "heal rate bonus" Increment 0.1 Cap 2 Cost 500 Tier 1 AllowedWeapons { Classname tf_weapon_medigun } DisallowedWeapons { ItemName "The Quick-Fix" ItemName "Booster Shot" } } WU_MedicHealRate_QuickFix { Name "+10% heal rate" Attribute "heal rate bonus" Increment 0.1 Cap 2.4 Cost 500 Tier 1 AllowedWeapons { ItemName "The Quick-Fix" } } WU_MedicUber { Name "+20% übercharge rate" Attribute "ubercharge rate bonus" Increment 0.2 Cap 3 Cost 300 Tier 1 AllowedWeapons { Classname tf_weapon_medigun } DisallowedWeapons { ItemName "Booster Shot" } } WU_MedicDur { Name "+2s übercharge duration" Attribute "uber duration bonus" Increment 2 Cap 6 Cost 1000 Tier 1 Description "Bugged number, the upgrade does work. Max 6 seconds" AllowedWeapons { ItemName "The Quick-Fix" ItemName "The Kritzkrieg" ItemName "Feathered Flight" //ItemName "The Vaccinator" } DisallowedWeapons { ItemName "Booster Shot" } } WU_MedicRevRate { Name "+10% revive rate" Attribute "revive rate" Increment 0.1 Cap 2 Cost 500 Tier 2 AllowedWeapons { Classname tf_weapon_medigun } DisallowedWeapons { ItemName "Booster Shot" ItemName "Feathered Flight" } } WU_MedicRevRate_BoosterShot { Name "+10% revive rate" Attribute "revive rate" Increment 0.1 Cap 2 Cost 3500 Tier 1 AllowedWeapons { ItemName "Booster Shot" } } WU_MedicQuickFixShield { Name "Projectile Shield module" Attribute "generate rage on heal" Increment 1 Cap 1 Cost 2000 Tier 2 Description "Does not damage enemies on impact" AllowedWeapons { ItemName "The Quick-Fix" } } //WU_MedicAggMedigun //{ // Name "Medigun can damage zombies" // Attribute "medigun attack enemy" // Increment 1 // Cap 20 // Cost 1000 // Tier 3 // Description "+100% damage equal to heal rate per point" // DisallowedUpgrade // { // Upgrade WU_MedicSupMedigun // Level 1 // } // AllowedWeapons // { // Classname tf_weapon_medigun // } //DisallowedWeapons //{ // ItemName "The Quick-Fix" //} //} WU_MedicSupMedigun { Name "Medigun can heal building" Attribute "medic machinery beam" Increment 0.1 Cap 2 Cost 100 Tier 1 Description "+10% building heal rate per point" //DisallowedUpgrade //{ // Upgrade WU_MedicAggMedigun // Level 1 //} AllowedWeapons { Classname tf_weapon_medigun } //DisallowedWeapons //{ // ItemName "The Quick-Fix" //} } WU_EngieBuildSpeed { Name "+20% construction rate" Attribute "Construction rate increased" Increment 0.2 Cap 3 Cost 400 Tier 1 AllowPlayerClass Engineer AllowedWeapons { Slot Melee } } WU_EngieBuildingHP { Name "+100% building health" Attribute "engy building health bonus" Increment 1 Cap 11 Cost 1000 Tier 2 AllowPlayerClass Engineer AllowedWeapons { Slot Melee } } WU_EngieBuildingDmg { Name "+100% sentry damage (bullet sentry only)" Attribute "engy sentry damage bonus" Increment 1 Cap 11 Cost 4000 Tier 3 AllowPlayerClass Engineer AllowedWeapons { Slot Melee } } WU_MeleeDmg1 { Name "+10% melee damage" Attribute "CARD: damage bonus" Increment 0.1 Cap 2 Cost 500 Tier 1 AllowedWeapons { Slot Melee } DisallowedWeapons { Classname tf_weapon_knife } } WU_MeleeDmg2 { Name "+100% melee damage" Attribute "damage bonus" Increment 1 Cap 8 Cost 750 Tier 2 AllowedWeapons { Slot Melee } DisallowedWeapons { Classname tf_weapon_knife } } WU_MeleeDmg_Spy { Name "+100% melee damage" Attribute "damage bonus" Increment 1 Cap 11 Cost 1000 Tier 1 AllowedWeapons { Classname tf_weapon_knife } } WU_MeleeBackStab_Spy { Name "+500% backstab damage" Attribute "armor piercing" Increment 500 Cap 2000 Cost 1800 Tier 2 AllowedWeapons { Classname tf_weapon_knife } } WU_Minicrit_Melee { Name "+1s Mini-crits on kill" Attribute "minicritboost on kill" Increment 1 Cap 6 Cost 750 Tier 3 AllowedWeapons { Slot Melee } DisallowedWeapons { ItemName "The Lead Pipe" ItemName "The Sharp Shooter (Melee)" ItemName "S.A.W" ItemName "the killing gloves of boxing" } } WU_Range_Melee { Name "+50% melee range" Attribute "melee range multiplier" Increment 0.9 Cap 2.8 Cost 4000 Tier 1 AllowedWeapons { Slot Melee } DisallowedWeapons { ItemName "Crowbar" } } WU_MeleeCleave { Name "Melee cleave attack" Attribute "melee cleave attack" Increment 1 Cap 1 Cost 5000 Tier 1 AllowedWeapons { Slot Melee } DisallowedWeapons { ItemName "The Ullapool Caber" } } // WU_MeleeHoK // { // Name "+10% lifesteal" // Attribute "damage returns as health" // Increment 0.1 // Cap 0.5 // Cost 200 // Tier 1 // AllowedWeapons // { // Slot Melee // } // } // WU_FlamerAirblast // { // Name "+25% airblast strength" // Attribute "airblast pushback scale" // Increment 0.25 // Cap 2 // Cost 200 // Tier 1 // AllowedWeapons // { // Classname tf_weapon_flamethrower // ItemName "The Dragon's Fury" // } // DisallowedWeapons // { // ItemName "The Phlogistinator" // } // } WU_AmmoFlame { Name "+25% max ammo" Attribute "maxammo primary increased" Increment 0.25 Cap 2.5 Cost 1000 Tier 1 AllowedWeapons { Classname tf_weapon_flamethrower ItemName "The Dragon's Fury" ItemName "The Phlogistinator" } } WU_FlamerABTime { Name "+25% afterburn duration" Attribute "weapon burn time increased" Increment 0.25 Cap 2 Cost 800 Tier 1 AllowedWeapons { Classname tf_weapon_flamethrower ItemName "The Dragon's Fury" ItemName "Flare Launcher" } DisallowedWeapons { ItemName "Cryo Cannon" ItemName "The Airblaster" ItemName "Ember Extender" } } WU_FlamerABDmg { Name "+25% afterburn damage bonus" Attribute "weapon burn dmg increased" Increment 0.25 Cap 2.25 Cost 1200 Tier 1 AllowedWeapons { Classname tf_weapon_flamethrower ItemName "The Dragon's Fury" ItemName "The Huo Long Heatmaker" ItemName "Flare Launcher" } DisallowedWeapons { ItemName "Cryo Cannon" ItemName "The Airblaster" ItemName "Ember Extender" } } WU_FlamerAmmoUsage { Name "-10% flamethrower ammo consumed per second" Attribute "flame ammopersec decreased" Increment -0.1 Cap 0.5 Cost 2500 Tier 1 AllowedWeapons { Classname tf_weapon_flamethrower } DisallowedWeapons { ItemName "The Airblaster" } } //WU_Flame_Range //{ // Name "+50% flamethrower range" // Attribute "flame_drag" // Increment -1 // Cap 4.5 // Cost 2000 // Tier 1 // AllowedWeapons // { // //ClassName TF_WEAPON_FLAMETHROWER // ItemName "The Nostromo Napalmer" // ItemName "The Phlogistinator" // ItemName "The Degreaser" // ItemName "The Backburner" // ItemName "The Rainblower" // } //} //WU_Flame_Range_Stock //{ // Name "+100% flamethrower range" // Attribute "crit mod disabled" // Increment 1 // Cap 2 // Cost 7000 // Tier 1 // AllowedWeapons // { // ClassName TF_WEAPON_FLAMETHROWER // ItemName "Festive Flamethrower 2011" // } // DisallowedWeapons // { // ItemName "The Nostromo Napalmer" // ItemName "The Phlogistinator" // ItemName "The Degreaser" // ItemName "The Backburner" // ItemName "The Rainblower" // } //} WU_EngieSentryMaxLvl { Name "[*] Increases max level of buildings" Attribute "building max level" Increment 1 Cap 2 Cost 10000 Tier 1 //Description "Refunding any of the upgrades listed here will make you commit suicide" AllowedWeapons { ClassName tf_weapon_laser_pointer } DisallowedUpgrade { Upgrade WU_EngieSentryType1 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType2 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType3 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType4 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType5 Level 1 } OnDowngrade { Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0" Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0" Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5" } } WU_EngieSentryType1 { Name "[*] Change Sentry type: Arrow" Attribute "custom desc attr" Increment 1 Cap 2 Cost 8000 Tier 1 AllowedWeapons { ClassName tf_weapon_laser_pointer } DisallowedUpgrade { Upgrade WU_EngieSentryMaxLvl Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType2 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType3 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType4 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType5 Level 1 } OnDowngrade { Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0" Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0" Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5" } SecondaryAttributes { "sentry bullet weapon" "Arrow Sentry" "engy sentry fire rate increased" 2 "building color rgb" 16777113 } } WU_EngieSentryType2 { Name "[*] Change Sentry type: Flaming" Attribute "custom desc attr" Increment 1 Cap 2 Cost 8000 Tier 1 AllowedWeapons { ClassName tf_weapon_laser_pointer } DisallowedUpgrade { Upgrade WU_EngieSentryMaxLvl Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType1 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType3 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType4 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType5 Level 1 } OnDowngrade { Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0" Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0" Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5" } SecondaryAttributes { "sentry bullet weapon" "Fire Sentry" "engy sentry fire rate increased" 2.5 "engy sentry radius increased" -0.8 "mvm sentry ammo" -0.5 "building color rgb" 16711680 } } WU_EngieSentryType3 { Name "[*] Change Sentry type: Bomb" Attribute "custom desc attr" Increment 1 Cap 2 Cost 8000 Tier 1 AllowedWeapons { ClassName tf_weapon_laser_pointer } DisallowedUpgrade { Upgrade WU_EngieSentryMaxLvl Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType1 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType2 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType4 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType5 Level 1 } OnDowngrade { Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0" Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0" Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5" } SecondaryAttributes { "sentry bullet weapon" "Bomb Sentry" "engy sentry fire rate increased" 8 "engy sentry radius increased" -0.2 "mvm sentry ammo" -0.5 "building color rgb" 255 } } WU_EngieSentryType4 { Name "[*] Change Sentry type: Rocket" Attribute "custom desc attr" Increment 1 Cap 2 Cost 8000 Tier 1 AllowedWeapons { ClassName tf_weapon_laser_pointer } DisallowedUpgrade { Upgrade WU_EngieSentryMaxLvl Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType1 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType2 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType3 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType5 Level 1 } OnDowngrade { Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0" Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0" Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5" } SecondaryAttributes { "sentry bullet weapon" "Rocket Sentry" "engy sentry fire rate increased" 5 "engy sentry radius increased" 2 "building color rgb" 65280 } } WU_EngieSentryType5 { Name "[*] Change Sentry type: Jarate Bolt" Attribute "custom desc attr" Increment 1 Cap 2 Cost 4000 Tier 1 AllowedWeapons { ClassName tf_weapon_laser_pointer } DisallowedUpgrade { Upgrade WU_EngieSentryMaxLvl Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType1 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType2 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType3 Level 1 } DisallowedUpgrade { Upgrade WU_EngieSentryType4 Level 1 } OnDowngrade { Output "!activator,$AddPlayerAttribute,is suicide counter|9999,0" Output "!activator,$AddItemAttribute,destroy buildings on death|1|2,0" Output "!activator,$RemoveItemAttribute,destroy buildings on death|2,5" } SecondaryAttributes { "sentry bullet weapon" "Jarate Bolt Sentry" "engy sentry fire rate increased" 3 "engy sentry radius increased" 1.5 "building color rgb" 65535 } } // WU_EngieSentryAmmo // isn't removed properly when refunding // { // Name "+100% Sentry Ammo" // Attribute "mvm sentry ammo" // Increment 1 // Cap 3 // Cost 1500 // Tier 1 // AllowPlayerClass Engineer // AllowedWeapons // { // Classname tf_weapon_pda_engineer_build // } // } WU_EngieDispenserRange { Name "+100% dispenser range" Attribute "engy dispenser radius increased" Increment 1 Cap 4 Cost 1000 Tier 1 AllowPlayerClass Engineer AllowedWeapons { Classname tf_weapon_pda_engineer_build } } WU_EngieMetalCap { Name "+50% max metal capacity" Attribute "maxammo metal increased" Increment 0.5 Cap 7.5 Cost 1200 Tier 1 AllowPlayerClass Engineer AllowedWeapons { Classname tf_weapon_pda_engineer_build } } WU_EngieDispenserHeal { Name "+10% dispenser health/ammo regen" Attribute "mult dispenser rate" Increment 0.1 Cap 1.5 Cost 1000 Tier 1 AllowPlayerClass Engineer AllowedWeapons { Classname tf_weapon_pda_engineer_build } } WU_SniperCharge { Name "+25% charge rate" Attribute "SRifle Charge rate increased" Increment 0.25 Cap 3.5 Cost 500 Tier 1 AllowedWeapons { Classname tf_weapon_sniperrifle Classname tf_weapon_sniperrifle_classic Classname tf_weapon_sniperrifle_decap } DisallowedWeapons { ItemName "Rail Gun" ItemName "Hunting Rifle" } } WU_SniperDmgBonus { Name "+25% headshot damage" Attribute "headshot damage increase" Increment 0.25 Cap 3.5 Cost 800 Tier 1 AllowedWeapons { Classname tf_weapon_sniperrifle Classname tf_weapon_sniperrifle_classic Classname tf_weapon_sniperrifle_decap // Classname tf_weapon_compound_bow ItemName tf_weapon_revolver ItemName "L'Etranger" ItemName "the ambassador" ItemName "the diamondback" ItemName "the enforcer" ItemName "Big Iron" } DisallowedWeapons { ItemName "50th Caliber" ItemName "Hunting Rifle" ItemName "Flintlock" } } WU_MedicMilkbolt { Name "Secondary fire: Milk Bolt" Attribute "fires milk bolt" Increment 5 Cap 5 Cost 2000 Tier 1 AllowedWeapons { Classname tf_weapon_crossbow } } // WU_ImpactBlast // { // Name "Grenades explode on impact" // Attribute "grenade explode on impact" // Increment 1 // Cap 1 // Cost 500 // Tier 1 // AllowedWeapons // { // Classname tf_weapon_grenadelauncher // } // } WU_RayGunExplosive { Name "Explosive bullets" Attribute "explosive bullets" Increment 116 Cap 116 Cost 20000 Tier 1 AllowedWeapons { ItemName "The Ray Gun" ItemName "Blunderbuss" } } Sol_BuffDuration { Name "+50% buff duration" Attribute "increase buff duration" Increment 0.5 Cap 3.5 Cost 2000 Tier 1 AllowedWeapons { ClassName tf_weapon_buff_item } DisallowedWeapons { ItemName "The Concheror" } } Sol_BuffRange { Name "+20% buff range" Attribute "mod soldier buff range" Increment 0.2 Cap 2 Cost 1000 Tier 1 AllowedWeapons { ClassName tf_weapon_buff_item } } WU_ShieldCharge { Name "+20% charge rate" Attribute "charge recharge rate increased" Increment 0.2 Cap 2 Cost 1000 Tier 1 AllowedWeapons { ClassName "tf_wearable_demoshield" } } WU_MortarAmmo { Name "+1 max ammo" Attribute "maxammo primary increased" Increment 0.1 Cap 1.5 Cost 500 Tier 1 AllowedWeapons { ItemName "Mortar Rocket Launcher" } } WU_MortarFalloff { Name "[*] No damage falloff" Attribute "no damage falloff" Increment 1 Cap 1 Cost 2000 Tier 1 DisallowedUpgrade { Upgrade WU_MortarSpecialist Level 1 } AllowedWeapons { ItemName "Mortar Rocket Launcher" } } WU_MortarSpecialist { Name "[*] Rocket specialist" Attribute "rocket specialist" Increment 1 Cap 1 Cost 2000 Tier 1 Description "[*] Choose one, the other can't be upgraded" DisallowedUpgrade { Upgrade WU_MortarFalloff Level 1 } AllowedWeapons { ItemName "Mortar Rocket Launcher" } } WU_MortarRocket { Name "Fire 3 rockets at once, -150% fire rate" Attribute "mult projectile count" Increment 3 Cap 3 Cost 15000 Tier 1 SecondaryAttributes { "projectile spread angle penalty" 5 "fire rate bonus" 0.5 "ignores other projectiles" 1 "mod ammo per shot" 3 } AllowedWeapons { ItemName "Mortar Rocket Launcher" } } WU_ShortCircuitPene { Name "Projectile penetration" Attribute "projectile penetration" Increment 1 Cap 1 Cost 2000 Tier 1 AllowedWeapons { ItemName "The Short Circuit" } } WU_ShortCircuitDamage { Name "+1000% damage bonus" Attribute "dmg penalty vs players" Increment 10 Cap 51 Cost 4000 Tier 1 Description "+50 metal drained per 5 seconds while active, per point" AllowedWeapons { ItemName "The Short Circuit" } SecondaryAttributes { "metal regen" -50 } OnApply { Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Generic // for guns that don't support skins save for DF { Name "+100% damage bonus" Attribute "dmg penalty vs players" Increment 1 Cap 8 Cost 4000 Tier 2 AllowedWeapons { Slot Primary Slot Secondary } DisallowedWeapons // ban weapons with 'unique' versions { // Classname tf_weapon_syringegun_medic Classname tf_weapon_buff_item Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_medigun Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_laser_pointer ClassName tf_wearable_demoshield ItemName "Darwin's Danger Shield" ItemName "Ali baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Cozy Camper" ItemName "The Razorback" ItemName "The Gas Passer" // can't be upgraded all the way ItemName "Thunder Gun" ItemName "The Flying Guillotine" ItemName "Das Maschinenpistole" // has its own for some reason but lets just accept it ItemName "The Widowmaker" ItemName "The Short Circuit" ItemName "The Airblaster" ItemName "Flintlock" ItemName "Ali Baba's Wee Booties (Soldier)" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" ItemName "Miniraygun" } OnApply { Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Generic_SMG // for medic SMG { Name "+100% Damage bonus" Attribute "dmg penalty vs players" Increment 1 Cap 8 Cost 4000 Tier 2 AllowedWeapons { ItemName "Das Maschinenpistole" } } WU_PaP_T3_Generic_Widow // for Widowmaker { Name "+100% Damage bonus" Attribute "dmg penalty vs players" Increment 1 Cap 8 Cost 4000 Tier 2 Description "Consume an additional 25 metals per shot, per point" AllowedWeapons { ItemName "The Widowmaker" } SecondaryAttributes { "mod ammo per shot" 25 } OnApply { Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_Frag { Name "+200% Damage bonus" Attribute "dmg penalty vs players" Increment 2 Cap 15 Cost 4000 Tier 1 AllowedWeapons { ItemName "Frag Grenade" } } WU_Damage_Miniraygun { Name "+500% Damage bonus" Attribute "dmg penalty vs players" Increment 5 Cap 36 Cost 4000 Tier 1 AllowedWeapons { ItemName "Miniraygun" } } WU_PaP_T3_Generic_Flintlock { Name "+100% Headshot damage bonus" Attribute "headshot damage increase" Increment 1 Cap 28 Cost 4000 Tier 1 AllowedWeapons { ItemName "Flintlock" } } WU_PaP_T3_M16A2 { Name "Upgrade to M16A2" Attribute "loot rarity" Increment 1 Cap 1 Cost 10000 Tier 2 AllowedWeapons { ItemName "M16A1" } SecondaryAttributes { "maxammo primary reduced" 0.1333333334 "clip size bonus" 0.25 } OnApply { Output "!activator,$displaytextcenter,Press reload button to toggle between automatic and burst mode,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Tgun { Name "Upgrade to Zeus Cannon" Attribute "loot rarity" Increment 1 Cap 1 Cost 20000 Tier 1 AllowedWeapons { ItemName "Thunder Gun" } OnApply { Output "!activator,$giveitem,Zeus Cannon,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T2_HPLauncher { Name "Upgrade to Health Pack Launcher MKII" Attribute "loot rarity" Increment 1 Cap 1 Cost 10000 Tier 1 AllowedWeapons { ItemName "Health Pack Launcher" } OnApply { Output "!activator,$giveitem,Health Pack Launcher MKII,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T2_AmmoLauncher { Name "Upgrade to Ammo Box Launcher MKII" Attribute "loot rarity" Increment 1 Cap 1 Cost 10000 Tier 1 AllowedWeapons { ItemName "Ammo Box Launcher" } OnApply { Output "!activator,$giveitem,Ammo Box Launcher MKII,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_Skin_Chainsaw { Name "Change skin to Bio-Breaker (will reset upgrades)" Attribute "weapon_allow_inspect" Increment 2 Cap 2 Cost 0 Tier 1 AllowedWeapons { ItemName "Chainsaw" } OnApply { Output "!activator,$giveitem,Bio-Breaker,0" } } WU_PaP_FullReload { Name "Reload full clip at once" Attribute "reload full clip at once" Increment 1 Cap 1 Cost 10000 Tier 3 AllowedWeapons { ClassName tf_weapon_drg_pomson ItemName "The Righteous Bison" ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } } WU_ShieldControl { Name "Full charge turn control" Attribute "full charge turn control" Increment 10 Cap 10 Cost 2500 Tier 1 AllowedWeapons { ClassName "tf_wearable_demoshield" } OnApply { Output "!activator,speakresponseconcept,TLK_MVM_LOOT_RARE,0,-1" } } //----------------------------------------------OVERCLOCK------------------------------------------------------------ WU_OC_Menu_Primary { Name "----------------------------------------" Attribute "loot rarity" Increment 0 Cap 0 Cost 0 Tier 1 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Sniper AllowPlayerClass Medic AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "M16A1" ItemName "The Ol' Hunter" ItemName "AK-47" } } WU_OC_Primary_SCOUT_1 { Name "[Overclock] Hyper Agility" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout Description "+15% movement speed, -30% weapon damage" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_9 Level 1 } SecondaryAttributes { "move speed bonus" 0.15 "damage penalty" -0.30 } } WU_OC_Primary_SCOUT_2 { Name "[Overclock] Rapid Recovery" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout Description "+25 HP per kill, -50 max HP" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_9 Level 1 } SecondaryAttributes { "heal on kill" 25 "max health additive penalty" -50 } } WU_OC_Primary_SCOUT_3 { Name "[Overclock] Extended Reserves" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout Description "+50% ammo capacity, -80% holster speed" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_9 Level 1 } SecondaryAttributes { "maxammo primary reduced" 0.5 "single wep holster time increased" 0.8 } } WU_OC_Primary_SCOUT_4 { Name "[Overclock] Focused Fire" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout Description "-40% spread, -20% reload speed, -20% clip size" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_9 Level 1 } SecondaryAttributes { "weapon spread bonus" -0.4 "Reload time increased" 0.2 "clip size penalty" -0.2 } } WU_OC_Primary_SCOUT_5 { Name "[Overclock] Light Frame" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout Description "+35% reload speed, -33% clip size" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_9 Level 1 } SecondaryAttributes { "Reload time decreased" -0.35 "clip size penalty" -0.33 } } WU_OC_Primary_SCOUT_6 { Name "[Overclock] Heavy Barrel" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout Description "+30% weapon damage, -15% fire rate, -35% holster speed" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_9 Level 1 } SecondaryAttributes { "damage bonus" 0.3 "fire rate penalty" -0.15 "single wep holster time increased" 0.35 } } WU_OC_Primary_SCOUT_7 { Name "[Overclock] Slugshot" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout Description "+900% weapon damage, -90% bullets per shot" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_9 Level 1 } SecondaryAttributes { "damage bonus" 9 "bullets per shot bonus" -0.9 } } WU_OC_Primary_SCOUT_8 { Name "[Overclock] Last Stand" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout Description "+100% clip size, -15% movement speed" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_9 Level 1 } SecondaryAttributes { "clip size bonus" 1 "move speed penalty" -0.15 } } WU_OC_Primary_SCOUT_9 { Name "[Overclock] Risk Runner" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout Description "+100% damage when <50% HP, -25% ammo capacity" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SCOUT_8 Level 1 } SecondaryAttributes { "dmg bonus while half dead" 1 "maxammo primary reduced" -0.25 } } //--------------------------------------------- WU_OC_Primary_SOLDIER_1 { Name "[Overclock] Explosive Carnage" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Soldier Description "+50% splash radius, -25% projectile speed" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "M16A1" } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_9 Level 1 } SecondaryAttributes { "Blast radius increased" 0.5 "Projectile speed decreased" -0.25 } } WU_OC_Primary_SOLDIER_2 { Name "[Overclock] Heavy Ordinance" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Soldier Description "+100% damage bonus, +5000% damage to self" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "M16A1" } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_9 Level 1 } SecondaryAttributes { "damage bonus" 1 "blast dmg to self increased" 50 } } WU_OC_Primary_SOLDIER_3 { Name "[Overclock] Reinforced Rounds" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Soldier Description "+8 clip size, -20% fire rate" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "M16A1" } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_9 Level 1 } SecondaryAttributes { "clip size bonus" 2 "fire rate penalty" 0.2 } } WU_OC_Primary_SOLDIER_4 { Name "[Overclock] Blast Booster" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Soldier Description "+30% projectile speed, -15% splash radius, -15% weapon damage" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "M16A1" } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_9 Level 1 } SecondaryAttributes { "Projectile speed increased" 0.3 "Blast radius decreased" -0.15 "damage penalty" -0.15 } } WU_OC_Primary_SOLDIER_5 { Name "[Overclock] Rocket Racer" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Soldier Description "+15% move speed while active, -20% clip size, -10% reload speed" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "M16A1" } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_9 Level 1 } SecondaryAttributes { "provide on active" 1 "move speed bonus" 0.15 "clip size penalty" -0.2 "Reload time increased" 0.1 } } WU_OC_Primary_SOLDIER_6 { Name "[Overclock] Incendiary Barrage" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Soldier Description "Set target on fire, -20% weapon damage" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "M16A1" } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_9 Level 1 } SecondaryAttributes { "Set DamageType Ignite" 1 "no self effect" 1 "damage penalty" -0.2 } } WU_OC_Primary_SOLDIER_7 { Name "[Overclock] Direct Impact" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Soldier Description "+35% damage on direct hit, -20% splash radius" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "M16A1" } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_9 Level 1 } SecondaryAttributes { "mult dmg direct hit" 0.35 "Blast radius decreased" -0.2 } } WU_OC_Primary_SOLDIER_8 { Name "[Overclock] Burst Salvo" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Soldier Description "Fire 2 rockets at once, -25% weapon damage, -25% fire rate" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "M16A1" } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_9 Level 1 } SecondaryAttributes { "projectile spread angle penalty" 2 "fire rate penalty" -0.25 "damage penalty" -0.25 "ignores other projectiles" 1 "mult projectile count" 2 "mod ammo per shot" 2 } } WU_OC_Primary_SOLDIER_9 { Name "[Overclock] Supersonic Barrage" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Soldier Description "+50% fire rate, -35% weapon damage" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "M16A1" } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SOLDIER_8 Level 1 } SecondaryAttributes { "fire rate penalty" -0.5 "damage penalty" -0.35 "projectile spread angle penalty" 3 } } //--------------------------------------------- WU_OC_Primary_PYRO_1 { Name "[Overclock] Fuel Efficiency" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Pyro Description "+10% ammo regen, -25% weapon damage" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_PYRO_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_PYRO_3 Level 1 } SecondaryAttributes { "provide on active" 1 "ammo regen" 0.1 "damage penalty" -0.25 } } WU_OC_Primary_PYRO_2 { Name "[Overclock] Inferno Sprayer" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Pyro Description "+100% flame range, -50% ammo capacity" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_PYRO_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_PYRO_3 Level 1 } SecondaryAttributes { "flame_drag" -4 "maxammo primary reduced" -0.5 } } WU_OC_Primary_PYRO_3 { Name "[Overclock] Blazing Sprint" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Pyro Description "+10% movement speed, no airblast" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_PYRO_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_PYRO_2 Level 1 } SecondaryAttributes { "provide on active" 1 "move speed bonus" 0.1 "alt-fire disabled" 1 } } //--------------------------------------------- WU_OC_Primary_DEMO_1 { Name "[Overclock] Rapid Barrage" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Demoman Description "+10% firing speed, -20% ammo capacity" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_9 Level 1 } SecondaryAttributes { "fire rate penalty" -0.1 "maxammo primary reduced" -0.2 } } WU_OC_Primary_DEMO_2 { Name "[Overclock] Tactical Ricochet" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Demoman Description "+100% grenade bounce damage, -50% explosion radius" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_9 Level 1 } SecondaryAttributes { "grenade bounce speed" 1 "grenade bounce damage" 1 "blast radius decreased" -0.5 } } WU_OC_Primary_DEMO_3 { Name "[Overclock] Gravity Breaker" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Demoman Description "Drastically increase velocity, +100% fuse time" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_9 Level 1 } SecondaryAttributes { "grenade no drag" 1 "Projectile speed increased" 10 "fuse bonus" 1 } } WU_OC_Primary_DEMO_4 { Name "[Overclock] Explosive Yield" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Demoman Description "+35% splash radius, -20% damage on direct hit, -15% projectile speed" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_9 Level 1 } SecondaryAttributes { "Blast radius increased" 0.35 "mult dmg direct hit" -0.2 "Projectile speed increased" -0.15 } } WU_OC_Primary_DEMO_5 { Name "[Overclock] Focused Detonation" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Demoman Description "+35% damage on direct hit, -20% splash radius" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_9 Level 1 } SecondaryAttributes { "mult dmg direct hit" 0.35 "Blast radius decreased" -0.2 } } WU_OC_Primary_DEMO_6 { Name "[Overclock] Rapid Barrage" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Demoman Description "+50% fire rate, -50% clip size" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_9 Level 1 } SecondaryAttributes { "fire rate penalty" -0.5 "clip size penalty" -0.5 } } WU_OC_Primary_DEMO_7 { Name "[Overclock] Demolition Core" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Demoman Description "+25% weapon damage, -15% projectile speed, -10% reload speed" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_9 Level 1 } SecondaryAttributes { "damage bonus" 0.25 "Projectile speed increased" -0.15 "Reload time increased" 0.1 } } WU_OC_Primary_DEMO_8 { Name "[Overclock] Timed Fury" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Demoman Description "-70% fuse time, -15% weapon damage" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_9 Level 1 } SecondaryAttributes { "fuse bonus" -0.7 "damage penalty" -0.15 } } WU_OC_Primary_DEMO_9 { Name "[Overclock] Titan Shells" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Demoman Description "+30% projectile hitbox size, -15% clip size, -15% weapon damage" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_DEMO_8 Level 1 } SecondaryAttributes { "custom projectile size" 30 "damage penalty" -0.15 "clip size penalty" -0.15 } } //--------------------------------------------- WU_OC_Primary_HEAVY_1 { Name "[Overclock] Endless Barrage" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Heavyweapons Description "+500% ammo capacity, -300% longer weapon switch" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_9 Level 1 } SecondaryAttributes { "maxammo primary reduced" 5 "deploy time increased" 3 } } WU_OC_Primary_HEAVY_2 { Name "[Overclock] Fortified Stance" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Heavyweapons Description "+30% damage resistance when below 50% health and spun up, -10% movement speed" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_9 Level 1 } SecondaryAttributes { "spunup_damage_resistance" -0.3 "move speed penalty" -0.1 } } WU_OC_Primary_HEAVY_3 { Name "[Overclock] Suppressing Fire" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Heavyweapons Description "Slows down enemy on hit, -30% move speed while deployed" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_9 Level 1 } SecondaryAttributes { "add attributes on hit" "move speed penalty|0.75|1" "aiming movespeed decreased" -0.3 } } WU_OC_Primary_HEAVY_4 { Name "[Overclock] Titan's Tread" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Heavyweapons Description "+20% move speed while deployed, -150% spin up time" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_9 Level 1 } SecondaryAttributes { "aiming movespeed decreased" 0.2 "minigun spinup time increased" 1.5 } } WU_OC_Primary_HEAVY_5 { Name "[Overclock] Leadstorm" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Heavyweapons Description "+50% bullets per shot, -30% fire rate" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_9 Level 1 } SecondaryAttributes { "bullets per shot bonus" 0.5 "fire rate penalty" 0.3 } } WU_OC_Primary_HEAVY_6 { Name "[Overclock] Thunderous Barrage" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Heavyweapons Description "Penetrate +1 enemy target, +15% spread" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_9 Level 1 } SecondaryAttributes { "projectile penetration heavy" 1 "weapon spread bonus" 0.15 } } WU_OC_Primary_HEAVY_7 { Name "[Overclock] Sharpshot Sentinel" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Heavyweapons Description "-30% spread, -15% fire rate, -15% move speed while deployed" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_9 Level 1 } SecondaryAttributes { "weapon spread bonus" -0.3 "fire rate penalty" 0.15 "aiming movespeed decreased" 0.15 } } WU_OC_Primary_HEAVY_8 { Name "[Overclock] Whirlwind Warrior" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Heavyweapons Description "Can holster while spinning, -20% holster speed" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_9 Level 1 } SecondaryAttributes { "mod minigun can holster while spinning" 1 "single wep holster time increased" 0.2 } } WU_OC_Primary_HEAVY_9 { Name "[Overclock] Class Cannon" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Heavyweapons Description "+200% weapon damage against same class (Headless, Tank & Battlelord), -50% weapon damage" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_HEAVY_8 Level 1 } SecondaryAttributes { "mult dmg vs same class" 2 "damage penalty" -0.5 } } //--------------------------------------------- WU_OC_Primary_ENGI_1 { Name "[Overclock] Piercing Shots" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Engineer Description "Bullets penetrate enemies, -30% slower reload time" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_9 Level 1 } SecondaryAttributes { "projectile penetration" 1 "Reload time increased" 0.3 } } WU_OC_Primary_ENGI_2 { Name "[Overclock] Scatterburst" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Engineer Description "+50% damage bonus, fires in bursts of 3 shots" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_9 Level 1 } SecondaryAttributes { "burst fire count" -3 "burst fire rate mult" 3.5 "fire rate penalty" -0.2 "damage bonus" 0.5 } } WU_OC_Primary_ENGI_3 { Name "[Overclock] Velocity Rounds" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Engineer Description "No damage falloff, -25% weapon damage" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_9 Level 1 } SecondaryAttributes { "no damage falloff" 1 "damage penalty" -0.25 } } WU_OC_Primary_ENGI_4 { Name "[Overclock] Slug Specialist" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Engineer Description "-50% spread, -25% clip size, -20% reload speed" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_9 Level 1 } SecondaryAttributes { "weapon spread bonus" -0.5 "clip size penalty" -0.25 "Reload time increased" 0.2 } } WU_OC_Primary_ENGI_5 { Name "[Overclock] Sustained Fire" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Engineer Description "+15% fire rate, -30% reload speed" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_9 Level 1 } SecondaryAttributes { "fire rate penalty" -0.15 "Reload time increased" 0.3 } } WU_OC_Primary_ENGI_6 { Name "[Overclock] Shell-Saving Efficiency" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Engineer Description "+50% bullets per shot, consumes +1 ammo per shot" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_9 Level 1 } SecondaryAttributes { "bullets per shot bonus" 0.5 "mod ammo per shot" 2 } } WU_OC_Primary_ENGI_7 { Name "[Overclock] (Projectile) Pressurized Burst" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Engineer Description "Fire 3 projectiles at once, -50% clip size" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_9 Level 1 } SecondaryAttributes { "mult projectile count" 2 "projectile spread angle penalty" 2 "clip size penalty" -0.5 } } WU_OC_Primary_ENGI_8 { Name "[Overclock] (Projectile) Overclocked Velocity" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Engineer Description "+75% projectile speed, -15% weapon damage" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_9 Level 1 } SecondaryAttributes { "Projectile speed increased" 0.75 "damage penalty" -0.15 } } WU_OC_Primary_ENGI_9 { Name "[Overclock] (Projectile) Spectral Barrage" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Engineer Description "Projectiles pass through walls, -50% weapon damage" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_ENGI_8 Level 1 } SecondaryAttributes { "noclip projectiles" 1 "projectile hit radius" 5 "damage penalty" -0.5 } } //--------------------------------------------- WU_OC_Primary_SNIPER_1 { Name "[Overclock] Bodyshotter" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Sniper Description "+25% body shot damage (ignore base penalty), -75% headshot damage" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "The Ol' Hunter" ItemName "AK-47" } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_9 Level 1 } SecondaryAttributes { "damage penalty on bodyshot" 0.25 "headshot damage increase" -0.75 } } WU_OC_Primary_SNIPER_2 { Name "[Overclock] Silent Stalker" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Sniper Description "+100% move speed while scoped, -50% charge rate" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "The Ol' Hunter" ItemName "AK-47" } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_9 Level 1 } SecondaryAttributes { "sniper aiming movespeed decreased" 1 "SRifle Charge rate decreased" -0.5 } } WU_OC_Primary_SNIPER_3 { Name "[Overclock] (Sniper Rifle only) Toxic Ammunition" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Sniper Description "Shots apply damage over time (doesn't affect bosses), -75% weapon damage" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "The Ol' Hunter" ItemName "AK-47" } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_9 Level 1 } SecondaryAttributes { //"add cond on hit" 112 //"add cond on hit duration" 15 "damage penalty" -0.75 "fire input on hit" "popscript^$OCHit^" } } WU_OC_Primary_SNIPER_4 { Name "[Overclock] Piercing Shot" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Sniper Description "Penetrate +3 enemy target, -25% weapon damage for penetrated zombies" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "The Ol' Hunter" ItemName "AK-47" } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_9 Level 1 } SecondaryAttributes { "projectile penetration heavy" 3 "penetration damage penalty" -0.25 } } WU_OC_Primary_SNIPER_5 { Name "[Overclock] High-Impact Rounds" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Sniper Description "Apply a brief stun on hit, -250% reload speed, -250% fire rate" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "The Ol' Hunter" ItemName "AK-47" } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_9 Level 1 } SecondaryAttributes { "add cond on hit" 71 "add cond on hit duration" 1.2 "Reload time increased" 2.5 "fire rate penalty" 2.5 } } WU_OC_Primary_SNIPER_6 { Name "[Overclock] (Sydney Sleeper only) Radius Sleeper" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Sniper Description "Restores the old Jarate explosion on headshot and fully-charged bodyshot, no tradeoff" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "The Ol' Hunter" ItemName "AK-47" } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_9 Level 1 } SecondaryAttributes { "radius sleeper" 1 } } WU_OC_Primary_SNIPER_7 { Name "[Overclock] (Projectile) Anti-gravity Arrows" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Sniper Description "Disable arrow's gravity, -35% projectile speed" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "The Ol' Hunter" ItemName "AK-47" } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_9 Level 1 } SecondaryAttributes { "Projectile speed decreased" -0.35 "projectile gravity" -1 } } WU_OC_Primary_SNIPER_8 { Name "[Overclock] (Projectile) Thermite Arrows" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Sniper Description "Automatically ignite arrows, +100% afterburn damage, -50% weapon damage" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "The Ol' Hunter" ItemName "AK-47" } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_9 Level 1 } SecondaryAttributes { "arrow ignite" 1 "weapon burn dmg increased" 1 "damage penalty" -0.5 } } WU_OC_Primary_SNIPER_9 { Name "[Overclock] (Projectile) Hyper Propellant Arrows" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Sniper Description "+100% projectile speed, -25% reload speed" AllowedWeapons { Slot Primary } DisallowedWeapons { ItemName "The Ol' Hunter" ItemName "AK-47" } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_SNIPER_8 Level 1 } SecondaryAttributes { "projectile speed increased" 1 "Reload time increased" 0.25 } } //--------------------------------------------- WU_OC_Primary_MEDIC_1 { Name "[Overclock] Experimental Projectiles" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Medic Description "+3 HP on hit, -25% fire rate, -25% reload speed" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_MEDIC_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_MEDIC_3 Level 1 } SecondaryAttributes { "heal on hit for slowfire" 1 "fire rate penalty" 0.25 "Reload time increased" 0.25 } } WU_OC_Primary_MEDIC_2 { Name "[Overclock] Overdose Therapy" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Medic Description "+2% Ubercharge added on hit, -25 max HP" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_MEDIC_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_MEDIC_3 Level 1 } SecondaryAttributes { "add uber charge on hit" 0.02 "max health additive penalty" -25 } } WU_OC_Primary_MEDIC_3 { Name "[Overclock] Vital Exchange" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Medic Description "Shoot at teammates to heal them for 50 HP, drain your own HP" AllowedWeapons { Slot Primary } DisallowedUpgrade { Upgrade WU_OC_Primary_MEDIC_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Primary_MEDIC_2 Level 1 } SecondaryAttributes { "add give health to teammate on hit" 50 } } //--------------------------------------------- secondary WU_OC_Menu_Secondary { Name "----------------------------------------" Attribute "loot rarity" Increment 0 Cap 0 Cost 0 Tier 1 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Sniper //AllowPlayerClass Medic AllowedWeapons { Slot Secondary } DisallowedWeapons { Classname tf_weapon_sapper Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_buff_item Classname tf_weapon_invis Classname tf_weapon_parachute Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_laser_pointer Classname tf_weapon_cleaver Classname tf_wearable_demoshield Classname tf_wearable_razorback ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" } } WU_OC_Secondary_1 { Name "[Overclock] Overcharged Rounds" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Sniper Description "+20% reload speed, -15% weapon damage" AllowedWeapons { Slot Secondary } DisallowedWeapons { Classname tf_weapon_sapper Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_buff_item Classname tf_weapon_invis Classname tf_weapon_parachute Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_laser_pointer Classname tf_weapon_cleaver Classname tf_wearable_demoshield Classname tf_wearable_razorback ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" } DisallowedUpgrade { Upgrade WU_OC_Secondary_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_9 Level 1 } SecondaryAttributes { "Reload time decreased" -0.2 "damage penalty" -0.15 } } WU_OC_Secondary_2 { Name "[Overclock] Quickfire Chambers" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Sniper Description "+15% firing speed, -50% clip size" AllowedWeapons { Slot Secondary } DisallowedWeapons { Classname tf_weapon_sapper Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_buff_item Classname tf_weapon_invis Classname tf_weapon_parachute Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_laser_pointer Classname tf_weapon_cleaver Classname tf_wearable_demoshield Classname tf_wearable_razorback ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" } DisallowedUpgrade { Upgrade WU_OC_Secondary_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_9 Level 1 } SecondaryAttributes { "fire rate penalty" -0.15 "clip size penalty" -0.5 } } WU_OC_Secondary_3 { Name "[Overclock] Power Shots" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Sniper Description "+50% weapon damage, -35% reload speed" AllowedWeapons { Slot Secondary } DisallowedWeapons { Classname tf_weapon_sapper Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_buff_item Classname tf_weapon_invis Classname tf_weapon_parachute Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_laser_pointer Classname tf_weapon_cleaver Classname tf_wearable_demoshield Classname tf_wearable_razorback ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" } DisallowedUpgrade { Upgrade WU_OC_Secondary_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_9 Level 1 } SecondaryAttributes { "damage bonus" 0.5 "reload time increased" 0.35 } } WU_OC_Secondary_4 { Name "[Overclock] Mega Spares" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Sniper Description "+500% ammo capacity, -20% movement speed while active" AllowedWeapons { Slot Secondary } DisallowedWeapons { Classname tf_weapon_sapper Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_buff_item Classname tf_weapon_invis Classname tf_weapon_parachute Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_laser_pointer Classname tf_weapon_cleaver Classname tf_wearable_demoshield Classname tf_wearable_razorback ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" } DisallowedUpgrade { Upgrade WU_OC_Secondary_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_9 Level 1 } SecondaryAttributes { "provide on active" 1 "maxammo secondary reduced" 5 "move speed penalty" -0.2 } } WU_OC_Secondary_5 { Name "[Overclock] Blazing Cadence" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Sniper Description "+20% firing speed, +25% damage vulnerability" AllowedWeapons { Slot Secondary } DisallowedWeapons { Classname tf_weapon_sapper Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_buff_item Classname tf_weapon_invis Classname tf_weapon_parachute Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_laser_pointer Classname tf_weapon_cleaver Classname tf_wearable_demoshield Classname tf_wearable_razorback ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" } DisallowedUpgrade { Upgrade WU_OC_Secondary_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_9 Level 1 } SecondaryAttributes { "fire rate penalty" -0.2 "mult_dmgtaken_active" 0.25 } } WU_OC_Secondary_6 { Name "[Overclock] Hardened Munitions" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Sniper Description "Bullets penetrate enemies, -25% reload speed" AllowedWeapons { Slot Secondary } DisallowedWeapons { Classname tf_weapon_sapper Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_buff_item Classname tf_weapon_invis Classname tf_weapon_parachute Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_laser_pointer Classname tf_weapon_cleaver Classname tf_wearable_demoshield Classname tf_wearable_razorback ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" } DisallowedUpgrade { Upgrade WU_OC_Secondary_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_9 Level 1 } SecondaryAttributes { "projectile penetration" 1 "reload time increased" 0.25 } } WU_OC_Secondary_7 { Name "[Overclock] Frostbite Rounds" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Sniper Description "Slow enemies by 30% for 3s, -15% weapon damage" AllowedWeapons { Slot Secondary } DisallowedWeapons { Classname tf_weapon_sapper Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_buff_item Classname tf_weapon_invis Classname tf_weapon_parachute Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_laser_pointer Classname tf_weapon_cleaver Classname tf_wearable_demoshield Classname tf_wearable_razorback ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" } DisallowedUpgrade { Upgrade WU_OC_Secondary_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_8 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_9 Level 1 } SecondaryAttributes { "slow enemy on hit" 1 "damage penalty" -0.15 } } WU_OC_Secondary_8 { Name "[Overclock] Overloaded Magazine" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Sniper Description "+100% clip size, -10% reload speed, -10% firing speed" AllowedWeapons { Slot Secondary } DisallowedWeapons { Classname tf_weapon_sapper Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_buff_item Classname tf_weapon_invis Classname tf_weapon_parachute Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_laser_pointer Classname tf_weapon_cleaver Classname tf_wearable_demoshield Classname tf_wearable_razorback ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" } DisallowedUpgrade { Upgrade WU_OC_Secondary_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_9 Level 1 } SecondaryAttributes { "clip size bonus" 1 "reload time increased" 0.10 "fire rate penalty" 0.10 } } WU_OC_Secondary_9 { Name "[Overclock] Glass Rounds" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 3 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Sniper Description "+200% damage when <50% HP, -50% damage when >50% HP" AllowedWeapons { Slot Secondary } DisallowedWeapons { Classname tf_weapon_sapper Classname tf_weapon_jar Classname tf_weapon_jar_milk Classname tf_weapon_jar_gas Classname tf_weapon_buff_item Classname tf_weapon_invis Classname tf_weapon_parachute Classname tf_weapon_lunchbox Classname tf_weapon_lunchbox_drink Classname tf_weapon_laser_pointer Classname tf_weapon_cleaver Classname tf_wearable_demoshield Classname tf_wearable_razorback ItemName "The Bootlegger" ItemName "The Gunboats" ItemName "The Mantreads" ItemName "The Razorback" ItemName "Darwin's Danger Shield" ItemName "The Cozy Camper" ItemName "Thunder Gun" ItemName "Health Pack Launcher" ItemName "Health Pack Launcher MKII" ItemName "Ammo Box Launcher" ItemName "Ammo Box Launcher MKII" } DisallowedUpgrade { Upgrade WU_OC_Secondary_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_3 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_4 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_5 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_6 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_7 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Secondary_8 Level 1 } SecondaryAttributes { "dmg bonus while half dead" 2 "dmg penalty while half alive" 0.5 } } //--------------------------------------------- melee WU_OC_Menu_Melee { Name "----------------------------------------" Attribute "loot rarity" Increment 0 Cap 0 Cost 0 Tier 1 AllowedWeapons { Slot Melee } } WU_OC_Melee_1 { Name "[Overclock] Crushing Blow" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 1 Description "+500% melee damage, -50% swing speed" AllowedWeapons { Slot Melee } DisallowedUpgrade { Upgrade WU_OC_Melee_2 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Melee_3 Level 1 } SecondaryAttributes { "damage bonus HIDDEN" 4 "fire rate penalty" 0.5 } } WU_OC_Melee_2 { Name "[Overclock] Forceful Impact" Attribute "loot rarity" Increment 1 Cap 1 Cost 5000 Tier 1 Description "Add knockback damage, can't be crit boosted" AllowedWeapons { Slot Melee } DisallowedUpgrade { Upgrade WU_OC_Melee_1 Level 1 } DisallowedUpgrade { Upgrade WU_OC_Melee_3 Level 1 } SecondaryAttributes { "damage causes airblast" 1 "no crit boost" 1 } } WU_OC_Melee_3 { Name "[Overclock] Mercenary's Cut" Attribute "loot rarity" Increment 2 // for lua detection Cap 2 Cost 5000 Tier 1 Description "Disable money penalty on melee kill, -75% total ammo" AllowedWeapons { Slot Melee } DisallowedUpgrade { Upgrade WU_OC_Melee_1 Level 1 } SecondaryAttributes { "maxammo primary reduced" -0.75 "maxammo secondary reduced" -0.75 } } } // HUMAN SPAWNPOINTS ExtraSpawnPoint //Adds spawn points on specified location { Name "spawn_redteam" TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "7953" Y "-4260" Z "-4842" } ExtraSpawnPoint //Adds spawn points on specified location { Name "spawn_redteam" TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "8289" Y "-3801" Z "-4842" } ExtraSpawnPoint //Adds spawn points on specified location { Name "spawn_redteam" TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "8373" Y "-3291" Z "-4842" } ExtraSpawnPoint //Adds spawn points on specified location { Name "spawn_redteam" TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "8012" Y "-3521" Z "-4842" } ExtraSpawnPoint //Adds spawn points on specified location { Name "spawn_redteam" TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "8300" Y "-4336" Z "-4842" } ExtraSpawnPoint //Adds spawn points on specified location { Name "spawn_redteam" TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "8128" Y "-3564" Z "-4670" } ExtraSpawnPoint //Adds spawn points on specified location { Name "spawn_redteam" TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "7696" Y "-3375" Z "-4670" } ExtraSpawnPoint //Adds spawn points on specified location { Name "spawn_redteam" TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "8114" Y "-3883" Z "-4670" } ExtraSpawnPoint //Adds spawn points on specified location { Name "spawn_redteam" TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "8143" Y "-4202" Z "-4670" } ExtraSpawnPoint //Adds spawn points on specified location { Name "spawn_redteam" TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "7793" Y "-4326" Z "-4670" } // ZOMBIE SPAWNPOINTS ExtraSpawnPoint { Name "spawn_demo" StartDisabled 1 TeamNum 2 X "-413" Y "2282" Z "42" } ExtraSpawnPoint { Name "spawnbot_tank" StartDisabled 0 TeamNum 3 X "-3693" Y "-2305" Z "-4820" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "4352" Y "163" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "4400" Y "211" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "4404" Y "137" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "4316" Y "89" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "4308" Y "182" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "4209" Y "-7887" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "4287" Y "-4867" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "3556" Y "-4987" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-2636" Y "-7402" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-2588" Y "-7354" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-2584" Y "-7428" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-2672" Y "-7476" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-2680" Y "-7383" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-8034" Y "-2478" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-7986" Y "-2430" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-7982" Y "-2504" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-8070" Y "-2552" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-8078" Y "-2459" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-3412" Y "2585" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-3364" Y "2633" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-3360" Y "2559" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-3448" Y "2511" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-3456" Y "2604" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "1156" Y "-773" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "6985" Y "241" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "7628" Y "-7642" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-4574" Y "5387" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-1040" Y "5913" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-8189" Y "3252" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-8118" Y "-7934" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-2770" Y "7689" Z "-4904" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-5523" Y "-4168" Z "-4629" } ExtraSpawnPoint { Name "spawnbot_zombie" StartDisabled 0 TeamNum 3 X "-7144" Y "-3715" Z "-4629" } PointTemplates { corelogic // this shit also needs to be here so things work properly { NoFixup 1 tf_point_nav_interface { "targetname" "nav_refresh" } $filter_keyvalue { "targetname" "filter_teamnum_is_2" "$name" "teamnum" "$value" "2" "$compare" "equal" } logic_auto { "targetname" "mainrelay" "OnMapSpawn" "@f@filter_teamnum_is_2@info_player_teamspawn,Disable,,0,-1" "OnMapSpawn" "wave_finished_relay,Kill,,0,-1" // this relay is causing all kinds of shit!!! //"OnMapSpawn" "trigger_multiple,Kill,,0,-1" "OnMapSpawn" "crawlerpush,Kill,,0,-1" //"OnMapSpawn" "dumpster_push,Kill,,0,-1" //"OnMapSpawn" "dumpster_push1,Kill,,0,-1" //"OnMapSpawn" "dumpster_push2,Kill,,0,-1" //"OnMapSpawn" "dumpster_push3,Kill,,0,-1" //"OnMapSpawn" "dumpster_push4,Kill,,0,-1" //"OnMapSpawn" "dumpster_push5,Kill,,0,-1" "OnMapSpawn" "ufo_*,Kill,,0,-1" "OnMapSpawn" "trigger_catapult,Kill,,0,-1" //"OnMapSpawn" "red_respawnroom1,Kill,,0,-1" "OnMapSpawn" "bombpath_arrows_*,Kill,,0,-1" "OnMapSpawn" "m0*,Kill,,0,-1" "OnMapSpawn" "m10,Kill,,0,-1" //"OnMapSpawn" "@bb144 -584 0 472 384 160@func_respawnroomvisualizer,Kill,,0,-1" "OnMapSpawn" "relay_attributes,Kill,,0,-1" "OnMapSpawn" "relay_invisible,Kill,,0,-1" "OnMapSpawn" "player,$RemoveOutput,effects,1,-1" "OnMapSpawn" "player,$RemoveOutput,effects,2,-1" "OnMapSpawn" "player,$RemoveOutput,renderfx,0,-1" // trying to undo shadows shit again "OnMapSpawn" "merasmus_*,Kill,,0,-1" //"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger gameover:Enable:0:-1" "OnMapSpawn" "realtimer,trigger,,0,-1" "OnMapSpawn" "ee_bool,disable,,0,-1" "OnMapSpawn" "stage_start*,AddOutput,OnTrigger respawn_relay:Trigger:0:-1" "OnMapSpawn" "bossstage_start*,AddOutput,OnTrigger respawn_relay:Trigger:0:-1" "OnMapSpawn" "fog_controller,AddOutput,spawnflags 1:0:-1" "OnMapSpawn" "fog_controller,AddOutput,farz -1:0:-1" "OnMapSpawn" "player,$ResetExtraItems,,0,-1" "OnMapSpawn" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,Bauernhof City of Death,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger LMA:Enable:0:-1" "OnMapSpawn" "func_flagdetectionzone,AddOutput,alarm 0" //"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger tutorial_relay2:Disable:0:-1" //"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger hints_*:Kill:0:-1" //"OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger tutorial_*:Kill:0:-1" // "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger hologram_nuke_hurt:Disable:0:-1" // "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger dumpster_hint:Show:2:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger navman:RecomputeBlockers:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger navman:RecomputeBlockers:1:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger navman:RecomputeBlockers:2:-1" //"OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger @f@filter_red@func_respawnroom:Disable:0:-1,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger @f@filter_red@func_respawnroomvisualizer:Disable:0:-1,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger spawn_red*:Kill:0:-1,0,-1" //"OnMapSpawn" "player,$AddCurrency,-30000,1,-1" // Anti 4X server extra money //"OnMapSpawn" "player,$AddCurrency,12000,2,-1" //"OnMapSpawn" "player,$DisplayTextChat,- If there are multiple music playing in the background or your audio is muffled -- Type snd_restart in console to fix it.,7,-1" "OnMapSpawn" "player,$DisplayTextChat,- Mission changelog can be found here (You may copy it from console): tinyurl.com/bdf5h366,7,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger nav_blocker*:Disable:0:-1,0,-1" "OnMapSpawn" "nav_refresh,RecomputeBlockers,,0.1,-1" "OnMapSpawn" "door_1*,Kill,,0,-1" "OnMapSpawn" "wallremoval_relay,Trigger,,0,-1" "OnMapSpawn" "red_spawn_warp,Disable,,0,-1" "OnMapSpawn" "red_spawn_warp2,Disable,,0,-1" "OnMapSpawn" "ff_mainspawn,Disable,,0,-1" "OnMapSpawn" "ff_jimstore,Disable,,0,-1" "OnMapSpawn" "ff_building,Disable,,0,-1" "OnMapSpawn" "mannperk_warp,Disable,,0,-1" "OnMapSpawn" "worldspawn,runscriptcode,SetSkyboxTexture(`sky_black_01`),0,-1" "OnMapSpawn" "fog_controller,SetStartDist,1,,-1" "OnMapSpawn" "fog_controller,SetEndDist,1200,,-1" "OnMapSpawn" "fog_controller,SetColor,0 0 0,,-1" "OnMapSpawn" "fog_controller,SetColorSecondary,0 0 0,,-1" "OnMapSpawn" "bossfog_dome,Disable,,5,-1" "OnMapSpawn" "trig_mission*,Kill,,0,-1" "OnMapSpawn" "trigger_rp_bonus*,Kill,,0,-1" "OnMapSpawn" "prop_rp_bonus*,Kill,,0,-1" "OnMapSpawn" "rp_bonus*,Kill,,0,-1" "OnMapSpawn" "rp_rp_bonus*,Kill,,0,-1" "OnMapSpawn" "sound_rp_bonus_start*,Kill,,0,-1" "OnMapSpawn" "sound_rp_bonus_end*,Kill,,0,-1" "OnMapSpawn" "trig_job*,Kill,,0,-1" "OnMapSpawn" "barr_mission_begin,Kill,,0,-1" "OnMapSpawn" "barr_mission1_finish,Kill,,0,-1" "OnMapSpawn" "trig_bonus_self*,Kill,,0,-1" "OnMapSpawn" "bonus_self_buff*,Kill,,0,-1" "OnMapSpawn" "prop_bonus_rare*,Kill,,0,-1" "OnMapSpawn" "bonus_rare*,Kill,,0,-1" "OnMapSpawn" "model_1_1,Kill,,0,-1" "OnMapSpawn" "prop_ragdoll,Kill,,0,-1" //"OnMapSpawn" "trig_hurt_job,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_n,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_so,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_de,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_py,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_sn,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_sc,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_he,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_me,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_en,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_sp,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_p,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_po,Kill,,0,-1" "OnMapSpawn" "upgrade_button_effect_pa,Kill,,0,-1" "OnMapSpawn" "func_regenerate,Kill,,0,-1" "OnMapSpawn" "obj_teleporter,Kill,,0,-1" "OnMapSpawn" "rb_r1,Kill,,0,-1" "OnMapSpawn" "rb_r2,Kill,,0,-1" "OnMapSpawn" "time_bonus_job,Kill,,0,-1" "OnMapSpawn" "tim_enhance_bonus,Kill,,0,-1" //"OnMapSpawn" "rainparticles,Stop,,0,-1" //"OnMapSpawn" "rainparticles_audio,StopSound,0,0,-1" //"OnMapSpawn" "rainparticles_audio,Volume,0,0,-1" //"OnMapSpawn" "rainparticles_audio,Kill,,-1" "OnMapSpawn" "stopmusic,Trigger,,1,-1" "OnMapSpawn" "tp_newspawn,Disable,,2,-1" "OnMapSpawn" "roundcounter,SetValue,0,0,-1" //"OnMapSpawn" "startmusic_lobby,Trigger,,1,-1" "OnMapSpawn" "teleporter_breaktime,Enable,,0,-1" "OnMapSpawn" "teleporter_breaktime_prop,Enable,,0,-1" //"OnMapSpawn" "upgrade_glow_spawn,Enable,,0,-1" //"OnMapSpawn" "upgrade_glow_barn,Enable,,0,-1" //"OnMapSpawn" "upgrade_glow_store,Enable,,0,-1" //"OnMapSpawn" "ff_vampire,Enable,,0,-1" "OnMapSpawn" "ff_vampire,Disable,,0,-1" "OnMapSpawn" "stealthol_overlay,startoverlays,,0,-1" "OnMapSpawn" "stealthol_overlay,stopoverlays,,0.1,-1" "OnMapSpawn" "ff_vampire,Disable,,0,-1" "OnMapSpawn" "popscript,$LuckyBonusReset,,0,-1" "OnMapSpawn" "popscript,$StoredLuckyBonusReset,,0,-1" "OnMapSpawn" "popscript,$WaveMoneyAndKillReset,,0,-1" } tf_point_nav_interface { targetname navman } game_forcerespawn { targetname respawner } logic_relay // only for testing, never really use this { targetname respawn_relay "OnTrigger" "respawner,ForceTeamRespawn,2,0,-1" } trigger_hurt { damage 4500 spawnflags 1 mins "-9999 -9999 -9999" maxs "9999 9999 9999" startdisabled 1 targetname hologram_nuke_hurt filtername filter_notred origin "0 0 0" } filter_activator_tfteam { targetname filter_notred teamnum 2 negated 1 // anyone who isnt red passes } logic_relay // clear money logic as a failsafe against stacking { targetname wave_output_clear OnTrigger "player,$RemoveOutput,$OnDamageReceived,0,-1" OnTrigger "player,$RemoveOutput,$OnDeath,0,-1" OnTrigger "fog_controller,SetStartDist,1,,-1" OnTrigger "fog_controller,SetEndDist,1200,,-1" OnTrigger "fog_controller,SetColor,0 0 0,,-1" OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveCount,0,,-1" // go back to zero when map resets } math_counter { "targetname" "roundscleared" "startvalue" 0 "outValue" "survivalcheck,SetValueCompare,,0,-1" // "outValue" "player,$DisplayTextChat,,0,-1" } logic_compare { "targetname" "survivalcheck" "initialValue" 0 "CompareValue" 4 // get a bonus four times for that 'start getting OP' money "OnEqualTo" "player,$AddCurrency,3000,,-1" "OnEqualTo" "player,$DisplayTextCenter,You've received a 3000 Survival Bonus!,,-1" "OnEqualTo" "roundscleared,SetValue,0,,-1" "OnEqualTo" "survivalcheck,SetValue,0,,-1" } prop_dynamic // easter egg demo { model "models/player/demo.mdl" disableshadows 1 solid 0 targetname ee_demo defaultanim crouch_LOSER origin "370 2120 75" angles "0 180 0" } prop_dynamic_ornament { targetname ee_bool spawnflags 256 model models\weapons\c_models\c_bottle\c_bottle.mdl disableshadows 1 startdisabled 1 origin "370 2120 90" lightingorigin ee_demo InitialOwner ee_demo } prop_dynamic_ornament { targetname ee_shiv spawnflags 256 model models/workshop_partner/weapons/c_models/c_prinny_knife/c_prinny_knife.mdl disableshadows 1 startdisabled 0 origin "370 2120 90" lightingorigin ee_demo InitialOwner ee_demo } func_flagdetectionzone { startdisabled 0 targetname ee_detector mins "-5 -5 -24" maxs "5 5 24" origin "370 2120 90" OnStartTouchFlag "ee_beerflag,ForceResetAndDisableSilent,,-1" OnStartTouchFlag "ee_beerflag,Kill,,1,-1" OnStartTouchFlag "ee_demo,SetAnimation,taunt03,0,-1" OnStartTouchFlag "ee_bool,Enable,,0,-1" OnStartTouchFlag "ee_shiv,Disable,,0,-1" OnStartTouchFlag "ee_bool,Kill,,4,-1" OnStartTouchFlag "ee_shiv,Enable,,4,-1" OnStartTouchFlag "ee_demo,SetAnimation,taunt04,4,-1" OnStartTouchFlag "!activator,$PlaySoundToSelf,items/gunpickup2.wav,6.5,-1" // OnStartTouchFlag "!activator,$GiveItem,Super Shank,6.5,-1" OnStartTouchFlag "popscript,$GiveSuperShank,!activator,6.5,-1" OnStartTouchFlag "!activator,$DisplayTextChat,Tavish has given you his Super Shank!,6.5,-1" OnStartTouchFlag "ee_shiv,Kill,,7,-1" OnStartTouchFlag "ee_demo,SetAnimation,taunt_woohoo,7,-1" OnStartTouchFlag "ee_demo,Kill,,8,-1" } item_teamflag { targetname ee_beerflag startdisabled 1 // gametype 1 flag_model models/player/items/taunts/beer_crate/beer_crate.mdl origin "811 -731 -83" returntime 60000 // teamnum 3 OnPickup "!self,setteam,3,,-1" OnDrop "!self,ForceResetAndDisableSilent,,-1" OnDrop "!self,Kill,,1,-1" } } GetOut { NoFixup 1 trigger_teleport { "targetname" "tp_newspawn" "mins" "-500 -500 -500" "maxs" "500 500 500" "origin" "2212 -7934 -4874" "spawnflags" "1" "StartDisabled" "0" "target" "info_tp_newspawn" } info_teleport_destination { "targetname" "info_tp_newspawn" "origin" "7953 -4260 -4842" "angles" "0 0 0" } } RedGlow { tf_glow { "GlowColor" "255 49 49 200" "target" "!parent" "targetname" "red_glow" } } //UpgradeGlow //{ // tf_glow // { // "GlowColor" "0 255 0 200" // "target" "upgradetable_spawn" // "targetname" "upgrade_glow_spawn" // } // tf_glow // { // "GlowColor" "0 255 0 200" // "target" "upgradetable_barn" // "targetname" "upgrade_glow_barn" // } // tf_glow // { // "GlowColor" "0 255 0 200" // "target" "upgradetable_store" // "targetname" "upgrade_glow_store" // } //} spy_reminder { logic_relay { "targetname" "spyreminder" "onspawn" "!parent,$displaytextcenter,READ THIS READ THIS READ THIS READ THIS READ THIS,0,-1" "onspawn" "!parent,$displaytextcenter,Spy abilities:,3,-1" "onspawn" "!parent,$displaytextcenter,+ Cannot upgrade max HP but start off with 200 base HP.,8,-1" "onspawn" "!parent,$displaytextcenter,+ Press middle mouse button to perform a hyper jump -- Cooldown: 60s.,13,-1" "onspawn" "!parent,$displaytextcenter,+ Press reload button to turn invisible for 5s -- Cooldown: 15s.,17,-1" } } stealthol { NoFixUp 1 env_screenoverlay { "targetname" "stealthol_overlay" "OverlayName1" "effects/stealth_overlay.vmt" "OverlayTime1" "1.0" "OverlayTime2" "1.0" "OverlayTime3" "1.0" "OverlayTime4" "1.0" "OverlayTime5" "1.0" "OverlayTime6" "1.0" "OverlayTime7" "1.0" "OverlayTime8" "1.0" "OverlayTime9" "1.0" "OverlayTime10" "1.0" } } LaserOnAim { OnSpawnOutput { Target "popscript" Action "$LaserOnAim" Delay 0.01 } } M16A1Reminder { OnSpawnOutput { Target "!activator" Action "$displaytextcenter" Param "Press reload button to toggle between full automatic and semi automatic mode" Delay 0.01 } } M16A2Reminder { OnSpawnOutput { Target "!activator" Action "$displaytextcenter" Param "Press reload button to toggle between automatic and burst mode" Delay 0.01 } } AK47Reminder { OnSpawnOutput { Target "!activator" Action "$displaytextcenter" Param "Press reload button to toggle grenade launcher mode" Delay 0.01 } } SM2Reminder { OnSpawnOutput { Target "!activator" Action "$displaytextcenter" Param "Press reload button to toggle airblast mode" Delay 0.01 } } BongReminder { OnSpawnOutput { Target "!activator" Action "$displaytextcenter" Param "Press reload button to toggle between energy types" Delay 0.01 } } RotateShield { OnSpawnOutput { Target "rotate" Action "Start" } OnSpawnOutput { Target "rotate" Action "SetParent" Param "" } OnSpawnOutput { Target "rotate_position" Action "Trigger" } logic_relay { "targetname" "rotate_position" "spawnflags" "2" "OnTrigger" "rotate,$TeleportToEntity,!activator,0,-1" "OnTrigger" "!self,Trigger,,0.01,-1" } entity_medigun_shield { "parentname" "rotate" "targetname" "projectile_shield" "origin" "200 0 0" "spawnflags" "1" "teamnum" "2" } func_rotating { "targetname" "rotate" "origin" "0 0 0" "mins" "-0.1 -0.1 -0.1" "maxs" "0.1 0.1 0.1" "dmg" "0" "fanfriction" "100" "maxspeed" "15" "spawnflags" "64" "volume" "0" } } filters_mini { NoFixup 1 filter_activator_class { "targetname" "filter_sentrygun" "filterclass" "obj_sentrygun" } } DroneMini // credit: rev_adv_backup_security_protocol { OnSpawnOutput { Target "triggerrefresh" Action Open } OnSpawnOutput { Target "convertmini" Action SetParent Param "!activator" } func_door { "targetname" "triggerrefresh" "rendermode" "10" "spawnflags" "4108" "speed" "1" "wait" "0.01" "onfullyclosed" "!self,open,,0,-1" } trigger_multiple { "targetname" "sentryDetect" "parentname" "triggerrefresh" "mins" "-96 -96 -96" "maxs" "96 96 96" "filtername" "filter_sentrygun" "spawnflags" "64" "onstarttouch" "convertmini,SetValueCompare,$$=?(!activator.m_bMiniBuilding == 1 && !activator.m_nSolidType > 0,1,0),0,-1" } logic_compare { "targetname" "convertmini" "comparevalue" "1" "onequalto" "!activator,SetParent,droneLocation,0.1,-1" "onequalto" "!activator,SetParentAttachment,head,0.15,-1" //"onequalto" "!activator,$SetProp$m_iAmmoShells,50,0,-1" //"onequalto" "!activator,$SetProp$m_iAmmoShells,50,5,-1" "onequalto" "!activator,$SetProp$m_nSolidType,0,0,-1" //stops them blocking the player, also used to detect if mini has been turned into a drone "onequalto" "!activator,$SetModelOverride,models/rcat/rcat_level2.mdl,0,-1" // sets model | make sure to precache "onequalto" "!activator,$SetProp$m_nSkin,1,0,-1" } prop_dynamic { "targetname" "droneLocation" // invisible engineer doomed to carry the drone for all eternity "model" "models/player/engineer.mdl" "origin" "0 0 15" "disableshadows" "1" "rendermode" "9" "renderamt" "0" } } Goggles_Spawn { OnSpawnOutput { Target "!activator" Action "$AddItemAttribute" Param "fire input on hit|popscript^$glowOnHit^|0" Delay 0 } OnParentKilledOutput { Target "!activator" Action "$RemoveItemAttribute" Param "fire input on hit|0" Delay 0 } } SharpShooterSet { OnSpawnOutput { Target "!activator" Action "$WeaponStripSlot" Param "0" Delay 0 } OnSpawnOutput { Target "!activator" Action "$giveitem" Param "The Sharp Shooter (Melee)" Delay 0 } OnParentKilledOutput { Target "!activator" Action "$removeitem" Param "The Sharp Shooter (Melee)" Delay 0 } OnParentKilledOutput { Target "!activator" Action "$WeaponStripSlot" Param "9" Delay 0 } } SafetyPrec_Spawn { OnSpawnOutput { Target "!activator" Action "$WeaponStripSlot" Param "0" Delay 0 } OnParentKilledOutput { Target "!activator" Action "$WeaponStripSlot" Param "9" Delay 0 } } Ali_Spawn { OnSpawnOutput { Target "!activator" Action "$WeaponStripSlot" Param "0" Delay 0 } OnParentKilledOutput { Target "!activator" Action "$WeaponStripSlot" Param "9" Delay 0 } } health_crate_1 { NoFixup 1 item_healthkit_small { "targetname" "health_crate_1" "automaterialize" "0" } } health_pack_env_1 { NoFixup 1 env_entity_maker { "targetname" "health_maker_1" "entitytemplate" "health_crate_1" } } health_pack_fake_1 { //NoFixup 1 KeepAlive 1 prop_dynamic { "targetname" "health_pack_fake_1" "classname" "prop_dynamic" "disableshadows" "1" "model" "models/props_halloween/halloween_medkit_small.mdl" "defaultanim" "idle" } info_target { "targetname" "launcher_target_hp_1" } OnSpawnOutput { Target health_pack_fake_1 Action SetPlaybackRate Param 4 } OnParentKilledOutput { Target health_pack_fake_1 Action Kill } OnParentKilledOutput { Target launcher_target_hp_1 Action Kill Delay 5 } OnParentKilledOutput { Target health_maker_1 Action ForceSpawnAtEntityOrigin Param "launcher_target_hp_1" } } health_crate_2 { NoFixup 1 item_healthkit_medium { "targetname" "health_crate_2" "automaterialize" "0" } } health_pack_env_2 { NoFixup 1 env_entity_maker { "targetname" "health_maker_2" "entitytemplate" "health_crate_2" } } health_pack_fake_2 { //NoFixup 1 KeepAlive 1 prop_dynamic { "targetname" "health_pack_fake_2" "classname" "prop_dynamic" "disableshadows" "1" "model" "models/props_halloween/halloween_medkit_medium.mdl" "defaultanim" "idle" } info_target { "targetname" "launcher_target_hp_2" } OnSpawnOutput { Target health_pack_fake_2 Action SetPlaybackRate Param 4 } OnParentKilledOutput { Target health_pack_fake_2 Action Kill } OnParentKilledOutput { Target launcher_target_hp_2 Action Kill Delay 5 } OnParentKilledOutput { Target health_maker_2 Action ForceSpawnAtEntityOrigin Param "launcher_target_hp_2" } } ammo_crate_1 { NoFixup 1 item_ammopack_small { "targetname" "ammo_crate_1" "automaterialize" "0" } } ammo_box_env_1 { NoFixup 1 env_entity_maker { "targetname" "ammo_maker_1" "entitytemplate" "ammo_crate_1" } } ammo_box_fake_1 { //NoFixup 1 KeepAlive 1 prop_dynamic { "targetname" "ammo_box_fake_1" "classname" "prop_dynamic" "disableshadows" "1" "model" "models/items/ammopack_small.mdl" "defaultanim" "idle" } info_target { "targetname" "launcher_target_ammo_1" } OnSpawnOutput { Target ammo_box_fake_1 Action SetPlaybackRate Param 4 } OnParentKilledOutput { Target ammo_box_fake_1 Action Kill } OnParentKilledOutput { Target launcher_target_ammo_1 Action Kill Delay 5 } OnParentKilledOutput { Target ammo_maker_1 Action ForceSpawnAtEntityOrigin Param "launcher_target_ammo_1" } } ammo_crate_2 { NoFixup 1 item_ammopack_medium { "targetname" "ammo_crate_2" "automaterialize" "0" } } ammo_box_env_2 { NoFixup 1 env_entity_maker { "targetname" "ammo_maker_2" "entitytemplate" "ammo_crate_2" } } ammo_box_fake_2 { //NoFixup 1 KeepAlive 1 prop_dynamic { "targetname" "ammo_box_fake_2" "classname" "prop_dynamic" "disableshadows" "1" "model" "models/items/ammopack_medium.mdl" "defaultanim" "idle" } info_target { "targetname" "launcher_target_ammo_2" } OnSpawnOutput { Target ammo_box_fake_2 Action SetPlaybackRate Param 4 } OnParentKilledOutput { Target ammo_box_fake_2 Action Kill } OnParentKilledOutput { Target launcher_target_ammo_2 Action Kill Delay 5 } OnParentKilledOutput { Target ammo_maker_2 Action ForceSpawnAtEntityOrigin Param "launcher_target_ammo_2" } } FreelanceMercenary_Logic { OnSpawnOutput { Target "freelance_action_check" Action "Trigger" Delay 0 } OnSpawnOutput { Target "!activator" Action "$SetVar$FreelanceEquipped" Param "1" // Delay 0 } // OnSpawnOutput // { // Target "!activator" // Action "$GetVar$PreFreelanceSwitchHealth" // Param "apply_last_health|$SetKey$CompareValue|-1" // Delay 0 // } // OnSpawnOutput // { // Target "apply_last_health" // Action "Compare" // Delay 0.06 // } OnParentKilledOutput { Target "!activator" Action "$SetVar$FreelanceEquipped" Param "0" Delay 0.1 } //apply health from previous class if switched logic_compare { "targetname" "apply_last_health" "InitialValue" "-1" "OnNotEqualTo" "!activator,$SetKey$health,$$=!activator.PreFreelanceSwitchHealth,-1,-1" "OnNotEqualTo" "!activator,$SetVar$PreFreelanceSwitchHealth,,0,-1" "OnNotEqualTo" "!activator,$SetVar$FreelanceSwitched,1,-1,-1" } $filter_sendprop { "targetname" "using_action" "$name" "m_bUsingActionSlot" "$value" "0" "$compare" "equal" "Negated" "1" //"OnPass" "class_select_menu,$DisplayMenu,!activator,0,-1" // "OnPass" "!activator,$SetVar$PreFreelanceSwitchHealth,$$= !activator.m_iHealth ,-1,-1" "OnPass" "popscript,$FreelanceMerc_PromptMenu,$$=!activator.m_iClass,0,-1" // "OnPass" "!activator,$SetVar$PreFreelanceSwitchHealth,$$= !activator.m_iHealth ,-1,-1" // "OnPass" "!activator,$SwitchClassInPlace,$$= test ( !activator.m_iClass + 1 <= 9 , !activator.m_iClass + 1, 1 ) ,0,-1" } logic_relay { "targetname" "freelance_action_check" "spawnflags" "2" "OnTrigger" "using_action,TestActivator,,0,-1" "OnTrigger" "!self,Trigger,,0.1,-1" } } ExtraHealthKitsSmall { item_healthkit_small { "targetname" "health" //Entity name. Required if the entity is going to be referenced somewhere "origin" "0 0 0" "teamnum" "2" // 2 - Red team, 3 - Blu team } } ExtraHealthKitsMedium { item_healthkit_medium { "targetname" "health" //Entity name. Required if the entity is going to be referenced somewhere "origin" "0 0 0" "teamnum" "2" // 2 - Red team, 3 - Blu team } } ExtraHealthKitsFull { item_healthkit_full { "targetname" "health" //Entity name. Required if the entity is going to be referenced somewhere "origin" "0 0 0" "teamnum" "2" // 2 - Red team, 3 - Blu team } } ExtraAmmoPacksSmall { item_ammopack_small { "targetname" "ammo" //Entity name. Required if the entity is going to be referenced somewhere "origin" "0 0 0" "teamnum" "2" // 2 - Red team, 3 - Blu team } } ExtraAmmoPacksMedium { item_ammopack_medium { "targetname" "ammo" //Entity name. Required if the entity is going to be referenced somewhere "origin" "0 0 0" "teamnum" "2" // 2 - Red team, 3 - Blu team } } ExtraAmmoPacksFull { item_ammopack_full { "targetname" "ammo" //Entity name. Required if the entity is going to be referenced somewhere "origin" "0 0 0" "teamnum" "2" // 2 - Red team, 3 - Blu team } } SecretBuildingBlockade { NoFixup 1 prop_dynamic { "model" "models/props_coalmines/wood_fence_128.mdl" "solid" "6" "targetname" "sbgate" } } RedWin { logic_relay //trigger this to win { "origin" "0 0 0" "targetname" "redwin_relay" "OnTrigger" "bots_win_red,RoundWin,,0,-1" } game_round_win //do not interact with this { "origin" "0 0 0" "TeamNum" "2" "targetname" "bots_win_red" "switch_teams" "0" "force_map_reset" "1" "classname" "game_round_win" } } Music_Loop_Logic { NoFixup 1 ambient_generic { "targetname" "lobby_music" "spawnflags" "17" "radius" "99999" "message" "#codlobby2.mp3" "health" "10" "channel" "CHAN_STATIC" "SourceEntityName" "worldspawn" "volume" "0.1" } logic_relay { "targetname" "music_loop_lobby" "spawnflags" "2" "OnTrigger" "lobby_music,PlaySound,,0,-1" "OnTrigger" "lobby_music,StopSound,,222,-1" "OnTrigger" "lobby_music,Volume,0,222.1,-1" "OnTrigger" "!self,Trigger,,223,-1" } logic_relay { "targetname" "startmusic_lobby" "OnTrigger" "lobby_music,Volume,1,0,-1" "OnTrigger" "music_loop_lobby,Trigger,,0,-1" } ambient_generic { "targetname" "inwave_music" "spawnflags" "17" "radius" "99999" "message" "#cod01.mp3" "health" "10" "channel" "CHAN_STATIC" "SourceEntityName" "worldspawn" "volume" "0.1" } logic_relay { "targetname" "music_loop_inwave" "spawnflags" "2" "OnTrigger" "inwave_music,PlaySound,,0,-1" "OnTrigger" "inwave_music,StopSound,,121,-1" "OnTrigger" "inwave_music,Volume,0,121.1,-1" "OnTrigger" "!self,Trigger,,122,-1" } logic_relay { "targetname" "startmusic_inwave" "OnTrigger" "inwave_music,Volume,1,0,-1" "OnTrigger" "music_loop_inwave,Trigger,,0,-1" "OnTrigger" "music_loop_lobby,CancelPending,,0,-1" "OnTrigger" "lobby_music,StopSound,,0,-1" } ambient_generic { "targetname" "bosswave_music" "spawnflags" "17" "radius" "99999" "message" "#*shadows/bossround_music.mp3" "health" "10" "channel" "CHAN_STATIC" "SourceEntityName" "worldspawn" "volume" "0.1" } logic_relay { "targetname" "music_loop_bosswave" "spawnflags" "2" "OnTrigger" "bosswave_music,PlaySound,,0,-1" "OnTrigger" "bosswave_music,StopSound,,174,-1" "OnTrigger" "bosswave_music,Volume,0,174.1,-1" "OnTrigger" "!self,Trigger,,175,-1" } logic_relay { "targetname" "startmusic_bosswave" "OnTrigger" "bosswave_music,Volume,1,0,-1" "OnTrigger" "music_loop_bosswave,Trigger,,0,-1" } ambient_generic { "targetname" "wave8plus_music" "spawnflags" "17" "radius" "99999" "message" "#cod08.mp3" "health" "10" "channel" "CHAN_STATIC" "SourceEntityName" "worldspawn" "volume" "0.1" } logic_relay { "targetname" "music_loop_wave8plus" "spawnflags" "2" "OnTrigger" "wave8plus_music,PlaySound,,0,-1" "OnTrigger" "wave8plus_music,StopSound,,182,-1" "OnTrigger" "wave8plus_music,Volume,0,182.1,-1" "OnTrigger" "!self,Trigger,,183,-1" } logic_relay { "targetname" "startmusic_wave8plus" "OnTrigger" "wave8plus_music,Volume,1,0,-1" "OnTrigger" "music_loop_wave8plus,Trigger,,0,-1" } ambient_generic { "targetname" "wave13plus_music" "spawnflags" "17" "radius" "99999" "message" "#cod13.mp3" "health" "10" "channel" "CHAN_STATIC" "SourceEntityName" "worldspawn" "volume" "0.1" } logic_relay { "targetname" "music_loop_wave13plus" "spawnflags" "2" "OnTrigger" "wave13plus_music,PlaySound,,0,-1" "OnTrigger" "wave13plus_music,StopSound,,265,-1" "OnTrigger" "wave13plus_music,Volume,0,265.1,-1" "OnTrigger" "!self,Trigger,,266,-1" } logic_relay { "targetname" "startmusic_wave13plus" "OnTrigger" "wave13plus_music,Volume,1,0,-1" "OnTrigger" "music_loop_wave13plus,Trigger,,0,-1" } ambient_generic { "targetname" "wave16_music" "spawnflags" "17" "radius" "99999" "message" "#*shadows/muzzleflashinthedark.mp3" "health" "10" "channel" "CHAN_STATIC" "SourceEntityName" "worldspawn" "volume" "0.1" } logic_relay { "targetname" "music_loop_wave16" "spawnflags" "2" "OnTrigger" "wave16_music,PlaySound,,0,-1" "OnTrigger" "wave16_music,StopSound,,222,-1" "OnTrigger" "wave16_music,Volume,0,222.1,-1" "OnTrigger" "!self,Trigger,,223,-1" } logic_relay { "targetname" "startmusic_wave16" "OnTrigger" "wave16_music,Volume,1,0,-1" "OnTrigger" "music_loop_wave16,Trigger,,0,-1" } ambient_generic { "targetname" "wave17plus_music" "spawnflags" "17" "radius" "99999" "message" "#cod17.mp3" "health" "10" "channel" "CHAN_STATIC" "SourceEntityName" "worldspawn" "volume" "0.1" } logic_relay { "targetname" "music_loop_wave17plus" "spawnflags" "2" "OnTrigger" "wave17plus_music,PlaySound,,0,-1" "OnTrigger" "wave17plus_music,StopSound,,248,-1" "OnTrigger" "wave17plus_music,Volume,0,248.1,-1" "OnTrigger" "!self,Trigger,,249,-1" } logic_relay { "targetname" "startmusic_wave17plus" "OnTrigger" "wave17plus_music,Volume,1,0,-1" "OnTrigger" "music_loop_wave17plus,Trigger,,0,-1" } ambient_generic { "targetname" "wave21_music" "spawnflags" "17" "radius" "99999" "message" "#cod21.mp3" "health" "10" "channel" "CHAN_STATIC" "SourceEntityName" "worldspawn" "volume" "0.1" } logic_relay { "targetname" "music_loop_wave21" "spawnflags" "2" "OnTrigger" "wave21_music,PlaySound,,0,-1" "OnTrigger" "wave21_music,StopSound,,1208,-1" "OnTrigger" "wave21_music,Volume,0,1208.1,-1" "OnTrigger" "!self,Trigger,,1209,-1" } logic_relay { "targetname" "startmusic_wave21" "OnTrigger" "wave21_music,Volume,1,0,-1" "OnTrigger" "music_loop_wave21,Trigger,,0,-1" } ambient_generic { "targetname" "mini_music" "spawnflags" "17" "radius" "99999" "message" "#codmini.mp3" "health" "10" "channel" "CHAN_STATIC" "SourceEntityName" "worldspawn" "volume" "0.1" } logic_relay { "targetname" "music_loop_mini" "spawnflags" "2" "OnTrigger" "mini_music,PlaySound,,0,-1" "OnTrigger" "mini_music,StopSound,,201,-1" "OnTrigger" "mini_music,Volume,0,201.1,-1" "OnTrigger" "!self,Trigger,,202,-1" } logic_relay { "targetname" "startmusic_mini" "OnTrigger" "mini_music,Volume,1,0,-1" "OnTrigger" "music_loop_mini,Trigger,,0,-1" } ambient_generic { "targetname" "finale_music" "spawnflags" "17" "radius" "99999" //"message" "#*shadows/makeitcount.mp3" "message" "#codfinal.mp3" "health" "10" "channel" "CHAN_STATIC" "SourceEntityName" "worldspawn" "volume" "0.1" } logic_relay { "targetname" "music_loop_finale" "spawnflags" "2" "OnTrigger" "finale_music,PlaySound,,0,-1" "OnTrigger" "finale_music,StopSound,,221,-1" "OnTrigger" "finale_music,Volume,0,221.1,-1" "OnTrigger" "!self,Trigger,,222,-1" } logic_relay { "targetname" "startmusic_finale" "OnTrigger" "finale_music,Volume,1,0,-1" "OnTrigger" "music_loop_finale,Trigger,,0,-1" } logic_relay { "targetname" "stopmusic" "OnTrigger" "lobby_music,StopSound,,0,-1" "OnTrigger" "inwave_music,StopSound,,0,-1" "OnTrigger" "bosswave_music,StopSound,,0,-1" "OnTrigger" "wave8plus_music,StopSound,,0,-1" "OnTrigger" "wave13plus_music,StopSound,,0,-1" "OnTrigger" "wave16_music,StopSound,,0,-1" "OnTrigger" "wave17plus_music,StopSound,,0,-1" "OnTrigger" "wave21_music,StopSound,,0,-1" "OnTrigger" "mini_music,StopSound,,0,-1" "OnTrigger" "finale_music,StopSound,,0,-1" "OnTrigger" "lobby_music,Volume,,0.1,-1" "OnTrigger" "inwave_music,Volume,,0.1,-1" "OnTrigger" "bosswave_music,Volume,,0.1,-1" "OnTrigger" "wave8plus_music,Volume,,0.1,-1" "OnTrigger" "wave13plus_music,Volume,,0.1,-1" "OnTrigger" "wave16_music,Volume,,0.1,-1" "OnTrigger" "wave17plus_music,Volume,,0.1,-1" "OnTrigger" "wave21_music,Volume,,0.1,-1" "OnTrigger" "mini_music,Volume,,0.1,-1" "OnTrigger" "finale_music,Volume,,0.1,-1" "OnTrigger" "music_loop_*,CancelPending,,0,-1" } } Spawn_things { NoFixup 1 prop_dynamic { model "models/props_viaduct_event/fog_plane03.mdl" disableshadows 1 solid 0 modelscale 2 rendercolor "103 103 103" origin "-838 -2608 1634" angles "0 0 -180" } prop_dynamic { model "models/props_viaduct_event/fog_plane03.mdl" disableshadows 1 solid 0 modelscale 2 rendercolor "103 103 103" origin "-854 2690 1634" angles "0 0 -180" } func_forcefield // water forcefield { StartDisabled 0 TeamNum 2 mins "-1 -700 -200" maxs "40 10 200" origin "4500 -7421 -4927" } func_forcefield // water forcefield { StartDisabled 0 TeamNum 2 mins "-1 -740 -200" maxs "40 10 200" origin "4500 -6433 -4927" } func_forcefield // water forcefield { StartDisabled 0 TeamNum 2 mins "-1 -680 -200" maxs "40 10 200" origin "4500 -5500 -4927" } //func_forcefield // water forcefield //{ // StartDisabled 0 // TeamNum 2 // mins "-1 -700 -200" // maxs "1 700 200" // origin "6200 -6210 -4927" //} func_forcefield // water forcefield { StartDisabled 0 TeamNum 2 mins "-690 -40 -100" maxs "10 1 100" origin "5252 -5488 -4862" } func_forcefield // water forcefield { StartDisabled 0 TeamNum 2 mins "-730 -40 -100" maxs "10 1 100" origin "6239 -5488 -4862" } func_forcefield // water forcefield { StartDisabled 0 TeamNum 2 mins "-40 -700 -200" maxs "1 10 200" origin "6280 -7421 -4927" } func_forcefield // water forcefield { StartDisabled 0 TeamNum 2 mins "-40 -740 -200" maxs "1 10 200" origin "6280 -6433 -4927" } func_forcefield // water forcefield { StartDisabled 0 TeamNum 2 mins "-40 -700 -200" maxs "1 10 200" origin "6280 -5500 -4927" } //func_forcefield // water forcefield //{ // StartDisabled 0 // TeamNum 2 // mins "-1 -450 -200" // maxs "1 450 200" // origin "4590 -7640 -4927" //} //func_forcefield // water forcefield //{ // StartDisabled 0 // TeamNum 2 // mins "-1 -450 -200" // maxs "1 450 200" // origin "6200 -7640 -4927" //} trigger_teleport { StartDisabled 1 filtername filter_redteam spawnflags 1 target warp_target targetname red_spawn_warp mins "-440 -220 -500" maxs "500 220 500" origin "7934 -4350 -4874" } trigger_teleport { StartDisabled 1 filtername filter_redteam spawnflags 1 target warp_target targetname red_spawn_warp mins "-292 -350 -500" maxs "280 350 500" origin "8136 -3806 -4874" } trigger_teleport { StartDisabled 1 filtername filter_redteam spawnflags 1 target warp_target targetname red_spawn_warp mins "-440 -130 -500" maxs "500 160 500" origin "7934 -3387 -4874" } trigger_teleport { StartDisabled 1 filtername filter_redteam spawnflags 1 target warp_target targetname red_spawn_warp mins "-50 -400 -50" maxs "50 400 50" origin "7654 -3809 -4667" } trigger_teleport // store { StartDisabled 1 filtername filter_redteam spawnflags 1 target warp_target_store targetname red_spawn_warp mins "-550 -730 -500" maxs "550 560 500" origin "-7277 -1116 -4535" } trigger_teleport // mannpower entrance exploit { StartDisabled 1 filtername filter_redteam spawnflags 1 target warp_target targetname mannperk_warp mins "-30 -30 -50" maxs "30 10 50" origin "7411 -4493 -4851" } info_teleport_destination { targetname warp_target angles "0 -180 0" origin "7732 -3807 -4851" } info_teleport_destination { targetname warp_target_store angles "0 0 0" origin "-7103 -1963 -4859" } //ambient_generic //{ // health 8 // message "ambient\atmosphere\thunder1.wav" // radius 20 // spawnflags 49 // targetname atmos_1 //} //ambient_generic //{ // health 8 // message "ambient\atmosphere\thunder2.wav" // radius 20 // spawnflags 49 // targetname atmos_2 //} //ambient_generic //{ // health 8 // message "ambient\atmosphere\thunder3.wav" // radius 20 // spawnflags 49 // targetname atmos_3 //} //ambient_generic //{ // health 8 // message "ambient\wind_gust2.wav" // radius 20 // spawnflags 49 // targetname atmos_4 //} //logic_case //{ // targetname thunderpick // "OnCase01" "atmos_1,PlaySound,,0,-1" // "OnCase02" "atmos_2,PlaySound,,0,-1" // "OnCase03" "atmos_3,PlaySound,,0,-1" // "OnCase04" "atmos_4,PlaySound,,0,-1" //} //logic_timer //{ // userandomtime 1 // lowerrandombound 10 // upperrandombound 25 // // "OnTimer" "thunderpick,PickRandom,,0,-1" //} logic_relay // get out of here, you fucks { targetname stage_start "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" "OnTrigger" "DUMMY_*,Kill,0,-1" "OnTrigger" "lobby_music,Volume,0,0,-1" "OnTrigger" "startmusic_inwave,Trigger,,8,-1" "OnTrigger" "powerup_timer,Enable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" } logic_relay // get out of here, you fucks { targetname stage_start_hudreminder "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" "OnTrigger" "player,$DisplayTextChat,- Type hud_reloadscheme in console if you can't see the enemy counts on top left corner.,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" "OnTrigger" "DUMMY_*,Kill,0,-1" "OnTrigger" "lobby_music,Volume,0,0,-1" "OnTrigger" "startmusic_inwave,Trigger,,8,-1" "OnTrigger" "powerup_timer,Enable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" } logic_relay { targetname stage_start_wave8plus "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" "OnTrigger" "startmusic_wave8plus,Trigger,,0,-1" "OnTrigger" "powerup_timer,Enable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" } logic_relay { targetname stage_start_wave11_camouflage "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" "OnTrigger" "startmusic_wave8plus,Trigger,,0,-1" "OnTrigger" "powerup_timer,Enable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "player,$DisplayTextChat,TIP: Beware of the Camouflage Zombie! Its glowing pink eyes are your only clue. Watch closely - aim carefully - and don't let it catch you off guard!,0,-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" } logic_relay { targetname stage_start_wave13plus "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" "OnTrigger" "startmusic_wave13plus,Trigger,,0,-1" "OnTrigger" "powerup_timer,Enable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" } logic_relay { targetname stage_start_wave17plus_vamptrigger "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "ff_vampire,Disable,,0,-1" //"OnTrigger" "vampunlock_relay,Trigger,,0,-1" "OnTrigger" "player,$DisplayTextChat,TIP: Screamer Zombie is weak to melee -- Don't stick to your gun unless it can penetrate!,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" "OnTrigger" "startmusic_wave17plus,Trigger,,0,-1" "OnTrigger" "powerup_timer,Enable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" } logic_relay { targetname stage_start_wave17plus "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" "OnTrigger" "startmusic_wave17plus,Trigger,,0,-1" "OnTrigger" "powerup_timer,Enable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" } logic_relay // wow weather in shadows { targetname stage_start_rain "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "red_spawn_warp2,Enable,,0,-1" "OnTrigger" "ff_building,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_barn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" "OnTrigger" "startmusic_wave16,Trigger,,0,-1" "OnTrigger" "powerup_timer,Enable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" "OnTrigger" "player,$PlaySoundToSelf,shadows/announcer_chuckle.mp3,7,-1" //"OnTrigger" "rainparticles,Start,,3,-1" //"OnTrigger" "rainparticles_audio,PlaySound,,3,-1" //"OnTrigger" "rainparticles_audio,Volume,10,3,-1" //"OnTrigger" "the_thunderstrikes,Fade,,3,-1" //"OnTrigger" "tf_gamerules,PlayVO,ambient/halloween/thunder_06.wav,3,-1" } logic_relay // wow weather in shadows { targetname stage_start_mini "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "red_spawn_warp2,Enable,,0,-1" "OnTrigger" "ff_building,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_barn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" "OnTrigger" "startmusic_mini,Trigger,,0,-1" "OnTrigger" "powerup_timer,Enable,,0,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" } logic_relay // make it count { targetname stage_start_finale "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "red_spawn_warp2,Enable,,0,-1" "OnTrigger" "ff_building,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_barn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" "OnTrigger" "startmusic_finale,Trigger,,0,-1" } logic_relay // make it count { targetname stage_start_escape "OnTrigger" "player,$DisplayTextChat,- Hold and capture the point to win!,0,-1" "OnTrigger" "player,$DisplayTextChat,- All buildings will be opened during this wave.,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_am_capenabled02.mp3,0,-1" "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_barn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "startmusic_wave21,Trigger,,0,-1" "OnTrigger" "controlpoint_spawn,ForceSpawn,,0,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" } logic_relay // interval timer { targetname stage_clear "OnTrigger" "player,$displaytexthint,Stage cleared - Get to the upgrade station,0,-1" "OnTrigger" "red_spawn_warp,Disable,,0,-1" "OnTrigger" "ff_mainspawn,Disable,,0,-1" "OnTrigger" "ff_jimstore,Disable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Enable,,0,-1" //"OnTrigger" "upgrade_glow_store,Enable,,0,-1" "OnTrigger" "teleporter_breaktime,Enable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1" "OnTrigger" "player,$AddCond,32 45,0,-1" "OnTrigger" "stopmusic,Trigger,,0,-1" "OnTrigger" "roundclear_snd,PlaySound,,-1" "OnTrigger" "upgradewaypoint45,Trigger,,0,-1" "OnTrigger" "cd45,Trigger,,0,-1" "OnTrigger" "relay_enemycount_reset,Trigger,,-1" "OnTrigger" "medicbonus_relay,Trigger,,-1" "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1" // "OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "powerup_timer,Disable,,0,-1" "OnTrigger" "hologram_*,Disable,,0,-1" "OnTrigger" "plate,skin,0,0,-1" "OnTrigger" "roundscleared,Add,1,0,0" "OnTrigger" "popscript,$DisplayLeaderboard,,2,-1" } logic_relay // interval timer { targetname stage_clear_extended "OnTrigger" "player,$displaytexthint,Stage cleared - Get to the upgrade station,0,-1" "OnTrigger" "red_spawn_warp,Disable,,0,-1" "OnTrigger" "ff_mainspawn,Disable,,0,-1" "OnTrigger" "ff_jimstore,Disable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Enable,,0,-1" //"OnTrigger" "upgrade_glow_store,Enable,,0,-1" "OnTrigger" "teleporter_breaktime,Enable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1" "OnTrigger" "player,$AddCond,32 45,0,-1" "OnTrigger" "stopmusic,Trigger,,0,-1" "OnTrigger" "roundclear_snd,PlaySound,,-1" "OnTrigger" "upgradewaypoint60,Trigger,,0,-1" "OnTrigger" "cd60,Trigger,,0,-1" "OnTrigger" "relay_enemycount_reset,Trigger,,-1" "OnTrigger" "medicbonus_relay,Trigger,,-1" "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1" // "OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "powerup_timer,Disable,,0,-1" "OnTrigger" "hologram_*,Disable,,0,-1" "OnTrigger" "plate,skin,0,0,-1" "OnTrigger" "roundscleared,Add,1,0,0" "OnTrigger" "popscript,$DisplayLeaderboard,,2,-1" } logic_relay // interval timer { targetname stage_clear_mini "OnTrigger" "player,$displaytexthint,Raid stage cleared - Get to the upgrade station,0,-1" "OnTrigger" "red_spawn_warp,Disable,,0,-1" "OnTrigger" "red_spawn_warp2,Disable,,0,-1" "OnTrigger" "ff_building,Disable,,0,-1" "OnTrigger" "ff_mainspawn,Disable,,0,-1" "OnTrigger" "ff_jimstore,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Enable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1" "OnTrigger" "player,$AddCond,32 30,0,-1" "OnTrigger" "stopmusic,Trigger,,0,-1" "OnTrigger" "roundclear_snd,PlaySound,,-1" "OnTrigger" "upgradewaypoint45,Trigger,,0,-1" "OnTrigger" "cd45,Trigger,,0,-1" "OnTrigger" "relay_enemycount_reset,Trigger,,-1" "OnTrigger" "medicbonus_relay,Trigger,,-1" "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1" // "OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "powerup_timer,Disable,,0,-1" "OnTrigger" "hologram_*,Disable,,0,-1" "OnTrigger" "plate,skin,0,0,-1" "OnTrigger" "roundscleared,Add,1,0,0" "OnTrigger" "popscript,$DisplayLeaderboard,,2,-1" } logic_relay // interval timer { targetname stage_clear_enableallbuilds "OnTrigger" "red_spawn_warp,Disable,,0,-1" "OnTrigger" "red_spawn_warp2,Disable,,0,-1" "OnTrigger" "ff_building,Disable,,0,-1" "OnTrigger" "ff_mainspawn,Disable,,0,-1" "OnTrigger" "ff_jimstore,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Enable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1" "OnTrigger" "player,$AddCond,32 30,0,-1" "OnTrigger" "stopmusic,Trigger,,0,-1" "OnTrigger" "roundclear_snd,PlaySound,,-1" "OnTrigger" "upgradewaypoint45,Trigger,,0,-1" "OnTrigger" "cd45,Trigger,,0,-1" "OnTrigger" "relay_enemycount_reset,Trigger,,-1" "OnTrigger" "medicbonus_relay,Trigger,,-1" "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1" // "OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "powerup_timer,Disable,,0,-1" "OnTrigger" "hologram_*,Disable,,0,-1" "OnTrigger" "plate,skin,0,0,-1" "OnTrigger" "roundscleared,Add,1,0,0" "OnTrigger" "popscript,$DisplayLeaderboard,,2,-1" } logic_relay // interval timer { targetname stage_clear_finale "OnTrigger" "player,$displaytexthint,Stage cleared - FINAL CHANCE TO UPGRADE,0,-1" "OnTrigger" "red_spawn_warp,Disable,,0,-1" "OnTrigger" "red_spawn_warp2,Disable,,0,-1" "OnTrigger" "ff_building,Disable,,0,-1" "OnTrigger" "ff_mainspawn,Disable,,0,-1" "OnTrigger" "ff_jimstore,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Enable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1" "OnTrigger" "player,$AddCond,32 30,0,-1" "OnTrigger" "stopmusic,Trigger,,0,-1" "OnTrigger" "roundclear_snd,PlaySound,,-1" "OnTrigger" "upgradewaypoint45,Trigger,,0,-1" "OnTrigger" "cd45,Trigger,,0,-1" "OnTrigger" "relay_enemycount_reset,Trigger,,-1" "OnTrigger" "medicbonus_relay,Trigger,,-1" "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1" // "OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "powerup_timer,Disable,,0,-1" "OnTrigger" "hologram_*,Disable,,0,-1" "OnTrigger" "plate,skin,0,0,-1" "OnTrigger" "roundscleared,Add,1,0,0" "OnTrigger" "popscript,$DisplayLeaderboard,,2,-1" } logic_relay // blank, for callback bait { targetname medicbonus_relay } prop_dynamic // fog dome { model "models/props_viaduct_event/underworld_sky01.mdl" targetname bossfog_dome disableshadows 1 startdisabled 1 solid 0 scale 1 // mess with later to ensure scale? angles "0 90 0" origin "0 0 0" } env_fog_controller // boss fog { targetname fog_bossround // angles "0 143 0" // use_angles 1 // fogblend 1 fogcolor "129 130 180" fogcolor2 "131 132 177" fogenable 1 fogstart -1000 fogend 9000 } env_fade { targetname bossfog_fadein duration 5 // hold 7.2 // doesn't work with alpha rendercolor "34 38 33" renderamt 255 // alpha } env_fade { targetname bossfog_fadeout duration 5 // hold 7.2 // doesn't work with alpha rendercolor "34 38 33" spawnflags 1 renderamt 255 // alpha } logic_relay { targetname bossstage_start "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "red_spawn_warp2,Enable,,0,-1" "OnTrigger" "ff_building,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_barn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "bossfog_fadein,Fade,0,-1" "OnTrigger" "bossfog_fadeout,Fade,,5,-1" "OnTrigger" "bossfog_dome,Enable,,5,-1" "OnTrigger" "stealthol_overlay,startoverlays,,5,-1" "OnTrigger" "worldspawn,runscriptcode,SetSkyboxTexture(`sky_black_01`),5,-1" "OnTrigger" "fog_controller,SetStartDist,1,5,-1" "OnTrigger" "fog_controller,SetEndDist,1200,5,-1" "OnTrigger" "fog_controller,SetColor,0 0 0,5,-1" "OnTrigger" "fog_controller,SetColorSecondary,0 0 0,5,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" "OnTrigger" "player,$PlaySoundToSelf,shadows/announcer_bossround.mp3,7,-1" "OnTrigger" "startmusic_bosswave,Trigger,,14,-1" "OnTrigger" "player,SpeakResponseConcept,TLK_MVM_TANK_CALLOUT,17.5,-1" "OnTrigger" "player,SpeakResponseConcept,TLK_MVM_ATTACK_THE_TANK ,35,-1" } logic_relay { targetname bossstage_start_tread "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "red_spawn_warp2,Enable,,0,-1" "OnTrigger" "ff_building,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_barn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "bossfog_fadein,Fade,0,-1" "OnTrigger" "bossfog_fadeout,Fade,,5,-1" "OnTrigger" "bossfog_dome,Enable,,5,-1" "OnTrigger" "worldspawn,runscriptcode,SetSkyboxTexture(`sky_black_01`),5,-1" "OnTrigger" "fog_controller,SetStartDist,1,5,-1" "OnTrigger" "fog_controller,SetEndDist,1200,5,-1" "OnTrigger" "fog_controller,SetColor,0 0 0,5,-1" "OnTrigger" "fog_controller,SetColorSecondary,0 0 0,5,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" "OnTrigger" "player,$PlaySoundToSelf,shadows/announcer_chuckle.mp3,7,-1" } logic_relay { targetname bossstage_start_finale "OnTrigger" "popscript,$LuckyBonusReset,,0,-1" "OnTrigger" "popscript,$WaveMoneyAndKillReset,,0,-1" "OnTrigger" "red_spawn_warp,Enable,,0,-1" "OnTrigger" "red_spawn_warp2,Enable,,0,-1" "OnTrigger" "ff_building,Enable,,0,-1" "OnTrigger" "ff_mainspawn,Enable,,0,-1" "OnTrigger" "ff_jimstore,Enable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_barn,Disable,,0,-1" //"OnTrigger" "upgrade_glow_store,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Disable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Disable,,0,-1" // "OnTrigger" "roundtext,AddOutput,color 255 65 65:0:-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "bossfog_fadein,Fade,0,-1" "OnTrigger" "bossfog_fadeout,Fade,,5,-1" "OnTrigger" "bossfog_dome,Enable,,5,-1" "OnTrigger" "stealthol_overlay,startoverlays,,5,-1" "OnTrigger" "worldspawn,runscriptcode,SetSkyboxTexture(`sky_black_01`),5,-1" "OnTrigger" "fog_controller,SetStartDist,1,5,-1" "OnTrigger" "fog_controller,SetEndDist,1200,5,-1" "OnTrigger" "fog_controller,SetColor,0 0 0,5,-1" "OnTrigger" "fog_controller,SetColorSecondary,0 0 0,5,-1" "OnTrigger" "navman,RecomputeBlockers,,2,-1" "OnTrigger" "navman,RecomputeBlockers,,3,-1" "OnTrigger" "navman,RecomputeBlockers,,4,-1" "OnTrigger" "player,$PlaySoundToSelf,heavy_mvm_domination16.mp3,7,-1" "OnTrigger" "player,$PlaySoundToSelf,soldier_mvm_battlecry05.mp3,12,-1" } logic_relay // no more boss { targetname bossstage_clear "OnTrigger" "player,$displaytexthint,Tank stage cleared - Get to the upgrade station,0,-1" "OnTrigger" "player,$PlaySoundToSelf,#*shadows/bossround_end.mp3,0,-1" "OnTrigger" "stopmusic,Trigger,,0,-1" "OnTrigger" "relay_enemycount_reset,Trigger,,-1" "OnTrigger" "medicbonus_relay,Trigger,,-1" "OnTrigger" "respawner,ForceTeamRespawn,2,0.7,-1" "OnTrigger" "bossround_music,volume,0,0,-1" // "OnTrigger" "roundtext,AddOutput,color 222 222 222:0:-1" // lets give it a go "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "powerup_timer,Disable,,0,-1" "OnTrigger" "hologram_*,Disable,,0,-1" "OnTrigger" "plate,skin,0,0,-1" "OnTrigger" "red_spawn_warp,Disable,,0,-1" "OnTrigger" "red_spawn_warp2,Disable,,0,-1" "OnTrigger" "ff_building,Disable,,0,-1" "OnTrigger" "ff_mainspawn,Disable,,0,-1" "OnTrigger" "ff_jimstore,Disable,,0,-1" //"OnTrigger" "upgrade_glow_spawn,Enable,,0,-1" //"OnTrigger" "upgrade_glow_barn,Enable,,0,-1" //"OnTrigger" "upgrade_glow_store,Enable,,0,-1" "OnTrigger" "teleporter_breaktime,Enable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1" "OnTrigger" "upgradewaypoint45,Trigger,,0,-1" "OnTrigger" "cd45,Trigger,,0,-1" "OnTrigger" "player,$AddCond,32 30,0,-1" "OnTrigger" "bossfog_fadein,Fade,0,-1" "OnTrigger" "bossfog_fadeout,Fade,,5,-1" "OnTrigger" "bossfog_dome,Disable,,5,-1" "OnTrigger" "stealthol_overlay,stopoverlays,,5,-1" "OnTrigger" "roundscleared,Add,1,0,0" "OnTrigger" "worldspawn,runscriptcode,SetSkyboxTexture(`sky_black_01`),5,-1" "OnTrigger" "fog_controller,SetStartDist,1,5,-1" "OnTrigger" "fog_controller,SetEndDist,1200,5,-1" "OnTrigger" "ee_beerflag,Enable,,5,1" "OnTrigger" "fog_controller,SetColor,0 0 0,5,-1" "OnTrigger" "fog_controller,SetColorSecondary,0 0 0,5,-1" "OnTrigger" "popscript,$DisplayLeaderboard,,2,-1" } logic_branch { targetname tgun_check // does someone already have thundergun InitialValue 0 OnFalse "!activator,$AwardAndGiveExtraItem,Thunder Gun,-1" OnFalse "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnFalse "!activator,SpeakResponseConcept,TLK_MVM_LOOT_ULTRARARE,0.6,-1" OnFalse "!activator,$DisplayTextChat,You've received an Überweapon: The Thunder Gun!,0,-1" OnFalse "tgun_check,Toggle,,-1" // nothing toggles this back, so thundergun is a one-time-only UW OnTrue "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnTrue "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnTrue "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnTrue "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" } prop_dynamic // stairs at stable { model "models/props_forest/wood_stairs96.mdl" disableshadows 1 solid 6 angles "0 180 0" origin "928 1544 96" } prop_dynamic // stairs at stable { model "models/props_forest/wood_stairs96.mdl" disableshadows 1 solid 6 angles "0 180 0" origin "-571 1924 87" } prop_dynamic // stairs at stable { model "models/props_forest/wood_stairs96.mdl" disableshadows 1 solid 6 angles "0 0 0" origin "-568 1914 87" } // prop_dynamic // stairs next to barn tank // { // model "models/props_forest/wood_stairs96.mdl" // disableshadows 1 // solid 6 // angles "0 0 0" // origin "-846 -1790 60" // } prop_dynamic // stairs next to barn tank { model "models/props_forest/wood_stairs96.mdl" disableshadows 1 solid 6 angles "0 12 0" origin "-1483 -1834 60" } prop_dynamic // stairs next to barn tank { model "models/props_forest/wood_stairs96.mdl" disableshadows 1 solid 6 angles "0 192 0" origin "-1492 -1827 60" } } Plate_Big // spawn powerups here { NoFixup 1 prop_dynamic { model "models/props_gameplay/cap_point_base.mdl" disableshadows 1 solid 6 targetname plate origin "-540 -0 -182" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_spinner origin "-540 -0 -164" } prop_dynamic // nuke { model "models/props_trainyard/cart_bomb_separate.mdl" disableshadows 1 solid 0 targetname hologram_nuke rendermode 1 // hologram renderfx 15 startdisabled 1 rendercolor "255 0 0" parentname powerup_spinner angles "0 90 0" origin "-540 -0 -128" } env_shake { amplitude 16 duration 3 frequency 40 radius 48 spawnflags 1 targetname nuke_shake } env_fade { targetname nuke_fade duration 1.3 spawnflags 1 rendercolor "255 255 255" } trigger_add_tf_player_condition { targetname hologram_nuke duration 1 filtername filter_redteam spawnflags 1 StartDisabled 1 condition 23 origin "-540 2 -128" mins "-26 -26 -26" maxs "26 26 26" "OnStartTouchAll" "hologram_nuke,Disable,,-1" "OnStartTouchAll" "hologram_nuke_snd,PlaySound,,-1" "OnStartTouchAll" "nuke_shake,StartShake,,-1" "OnStartTouchAll" "nuke_fade,Fade,,-1" "OnStartTouchAll" "hologram_nuke_hurt,Enable,,0,-1" "OnStartTouchAll" "hologram_nuke_hurt,Disable,,0.7,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,shadows/powerup_nuke_01.mp3,1,-1" "OnStartTouchAll" "powerup_timer,Enable,,-1" "OnStartTouchAll" "plate,skin,0,-1" "OnStartTouchAll" "!activator,$AddCurrency,400,3,-1" } ambient_generic { health 10 message )misc/doomsday_missile_explosion.wav radius 20 pitch 100 spawnflags 49 targetname hologram_nuke_snd } prop_dynamic // instakill { model "models\props_mvm\mvm_human_skull.mdl" disableshadows 1 skin 1 solid 0 modelscale 3 targetname hologram_instakill rendermode 1 // hologram renderfx 15 startdisabled 1 parentname powerup_spinner rendercolor "255 0 0" angles "0 0 0" origin "-540 -0 -134" } trigger_add_tf_player_condition { targetname hologram_instakill duration 1 filtername filter_redteam spawnflags 1 StartDisabled 1 condition 23 origin "-540 2 -128" mins "-26 -26 -26" maxs "26 26 26" "OnStartTouchAll" "hologram_instakill,Disable,,-1" "OnStartTouchAll" "powerup_timer,Enable,,-1" "OnStartTouchAll" "plate,skin,0,-1" "OnStartTouchAll" "!activator,$DisplayTextCenter,Instakill!,0,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,items/powerup_pickup_crits.wav,0,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,shadows/powerup_instagib.mp3,1,-1" "OnStartTouchAll" "!activator,$AddPlayerAttribute,dmg current health|1,,-1" "OnStartTouchAll" "!activator,$AddCond,56,,-1" // redundant but for visual feedback "OnStartTouchAll" "!activator,$RemovePlayerAttribute,dmg current health,30,-1" "OnStartTouchAll" "!activator,$RemoveCond,56,30,-1" } prop_dynamic // resupply { model "models\props_gameplay\resupply_locker.mdl" disableshadows 1 skin 1 solid 0 modelscale 1 targetname hologram_maxammo rendermode 1 // hologram renderfx 15 startdisabled 1 parentname powerup_spinner rendercolor "255 0 0" angles "0 0 0" origin "-540 -0 -134" } trigger_add_tf_player_condition { targetname hologram_maxammo duration 1 filtername filter_redteam spawnflags 1 StartDisabled 1 condition 23 origin "-540 2 -128" mins "-26 -26 -26" maxs "26 26 26" "OnStartTouchAll" "hologram_maxammo,Disable,,-1" "OnStartTouchAll" "powerup_timer,Enable,,-1" "OnStartTouchAll" "plate,skin,0,-1" "OnStartTouchAll" "!activator,$DisplayTextCenter,Max Ammo!,0,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,items/powerup_pickup_agility.wav,0,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,shadows/powerup_resupply_01.mp3,1,-1" "OnStartTouchAll" "!activator,$RefillAmmo,,-1" } prop_dynamic // free money { model "models\items\currencypack_large.mdl" disableshadows 1 skin 1 solid 0 modelscale 1 targetname hologram_money rendermode 1 // hologram renderfx 15 startdisabled 1 parentname powerup_spinner rendercolor "255 0 0" angles "0 0 0" origin "-540 -0 -134" } trigger_add_tf_player_condition { targetname hologram_money duration 1 filtername filter_redteam spawnflags 1 StartDisabled 1 condition 23 origin "-540 2 -128" mins "-26 -26 -26" maxs "26 26 26" "OnStartTouchAll" "hologram_money,Disable,,-1" "OnStartTouchAll" "powerup_timer,Enable,,-1" "OnStartTouchAll" "plate,skin,0,-1" "OnStartTouchAll" "!activator,$DisplayTextCenter,Bonus Points!,0,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,items/powerup_pickup_agility.wav,0,-1" "OnStartTouchAll" "!activator,$PlaySoundToSelf,shadows/powerup_money_01.mp3,1,-1" "OnStartTouchAll" "!activator,$AddCurrency,2000,-1" } ambient_generic { targetname powerup_snd spawnflags 48 health 10 radius 8000 pitch 80 message )weapons\buffed_on.wav } logic_timer { targetname powerup_timer // easier disable since this is still under thinking StartDisabled 1 UseRandomTime 1 LowerRandomBound 60 UpperRandomBound 85 "OnTimer" "powerup_case,PickRandomShuffle,,-1" "OnTimer" "powerup_timer,Disable,,-1" "OnTimer" "powerup_snd,PlaySound,,-1" "OnTimer" "plate,Skin,1,-1" } logic_case { targetname powerup_case "OnCase01" "hologram_instakill,Enable,,0,-1" "OnCase02" "hologram_money,Enable,,0,-1" "OnCase03" "hologram_maxammo,Enable,,0,-1" // "OnCase04" "hologram_ghost,Enable,,0,-1" "OnCase05" "hologram_nuke,Enable,,0,-1" } } BuildingBlocks // no buildy { NoFixup 1 func_nobuild // store { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-550 -750 -500" maxs "550 580 500" origin "-7277 -1116 -4535" } func_nobuild // spawn { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-50 -400 -50" maxs "50 400 50" origin "7654 -3809 -4667" } func_nobuild // spawn { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-440 -130 -500" maxs "500 160 500" origin "7934 -3387 -4874" } func_nobuild // spawn { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-440 -220 -500" maxs "500 220 500" origin "7934 -4350 -4874" } func_nobuild // spawn { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-280 -350 -500" maxs "280 350 500" origin "8136 -3806 -4874" } func_nobuild // mannpowerup room { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-1000 -1000 -50" maxs "1000 1000 50" origin "-2711 -1934 -2329" } func_nobuild // mannpowerup entrance { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-50 -100 -50" maxs "50 100 50" origin "7401 -4531 -4874" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-200 -250 -150" maxs "200 250 150" origin "7288 -5205 -4631" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-250 -350 -200" maxs "250 350 200" origin "7296 -5807 -4483" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-80 -80 -20" maxs "80 80 20" origin "7404 -4522 -4659" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-750 -500 -220" maxs "750 500 220" origin "7807 -6679 -4319" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-1000 -1150 -120" maxs "1000 1150 120" origin "8138 -3822 -4394" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-50 -50 -20" maxs "50 50 20" origin "8251 -2967 -4474" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-400 -500 -80" maxs "400 500 80" origin "7389 -2456 -4607" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-300 -700 -80" maxs "300 700 80" origin "7795 -882 -4442" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-300 -400 -120" maxs "300 400 120" origin "7265 -600 -4495" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-600 -1900 -500" maxs "600 1900 500" origin "-5914 365 -4234" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-550 -600 -200" maxs "550 600 200" origin "-321 1061 -4543" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-1000 -700 -150" maxs "1000 700 150" origin "1020 711 -4537" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-1800 -1800 -50" maxs "1800 1800 50" origin "-80 -7441 -4466" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-40 -180 -50" maxs "40 180 50" origin "-4176 -6616 -4677" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-370 -220 -130" maxs "370 220 130" origin "-4411 -6633 -4392" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-400 -650 -50" maxs "400 650 50" origin "-7000 -775 -4250" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-460 -400 -600" maxs "860 400 600" origin "-4933 -1154 -3994" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-550 -650 -300" maxs "550 650 300" origin "-4659 1446 -3858" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-470 -450 -150" maxs "470 450 150" origin "-4648 -5859 -4591" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-900 -500 -150" maxs "900 500 150" origin "-7187 -5379 -4438" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-650 -500 -50" maxs "650 500 50" origin "562 3021 -4563" } func_nobuild { AllowDispenser 0 AllowSentry 0 AllowTeleporters 0 StartDisabled 0 Teamnum 2 mins "-600 -600 -50" maxs "600 600 50" origin "5144 -1000 -3066" } } Pushblocks // all the pushing to stop godspots because customnav can't fix them all { trigger_hurt // no swimming { "targetname" "drownwater" "origin" "5306 -6827 -5080" "angles" "0 0 0" "mins" "-1200 -1500 -90" "maxs" "1200 1500 90" "nodmgforce" "0" "damagetype" "16384" "damagemodel" "0" "damagecap" "0" "damage" "99999" "StartDisabled" "0" "spawnflags" "64" "filtername" filter_notblu } trigger_push // apartment plank { pushdir "0 -90 0" spawnflags 1 speed 80 StartDisabled 0 filtername filter_notblu origin "5328 -2791 -3200" mins "-64 -10 -15" maxs "64 10 15" } //trigger_hurt // no idling in mannpower room //{ // "targetname" "powerroomhurt" // "origin" "-2711 -1934 -2329" // "angles" "0 0 0" // "mins" "-1000 -1000 -50" // "maxs" "1000 1000 50" // "nodmgforce" "0" // "damagetype" "0" // "damagemodel" "0" // "damagecap" "0" // "damage" "10" // "StartDisabled" "0" // "spawnflags" "64" // "filtername" filter_notblu //} filter_activator_tfteam { targetname filter_notblu teamnum 3 negated 1 // anyone who isnt blu passes } } PlayersLeftLogic { NoFixup 1 math_counter { "targetname" "playersLeftAlive" "startvalue" 0 // "outValue" "player,$DisplayTextChat,,0,-1" "outValue" "wipeCheck,SetValueCompare,,0,-1" } logic_compare { "targetname" "wipeCheck" "initialValue" 0 "CompareValue" 0 "OnEqualTo" "gameover,Trigger,,0,-1" //fires when player count hits 0 "OnEqualTo" "stopmusic,Trigger,,0,-1" //fires when player count hits 0 "OnGreaterThan" "gameover,CancelPending,,0,-1" } //ambient_generic //{ // health 10 // message #*shadows/goodeffort.mp3 // radius 20 // spawnflags 49 // targetname fail_snd //} ambient_generic { health 10 message #*shadows/stage_clear.mp3 radius 20 spawnflags 49 targetname roundclear_snd } ambient_generic { health 10 message #*shadows/youdidit.mp3 radius 20 spawnflags 49 targetname win_snd } // ambient_generic // { // health 10 // message #*shadows/muzzleflashinthedark.mp3 // radius 20 // spawnflags 49 // targetname bossfight_snd // } ambient_generic { health 10 message #*shadows/makeitcount.mp3 radius 20 spawnflags 49 targetname finale_snd } ambient_generic { health 10 message #*shadows/bossround_music.mp3 radius 20 spawnflags 49 targetname tankround_snd } } PlayerTracker { NoFixup 1 OnSpawnOutput { Target "playersLeftAlive" Action "add" Param "1" } OnSpawnOutput { Target "popscript" Action "$playertracker" } logic_relay { "$OnKilled" "playersLeftAlive,Subtract,1,0,0" } OnParentKilledOutput { Target "popscript" Action "$spawn_revive_marker" } } Revivemarker // port from Titanium Thieves { // NoFixup 1 trigger_multiple { targetname revive_trigger mins "-36 -36 -36" maxs "36 36 36" spawnflags 1 OnStartTouch "!activator,$DisplayTextCenter,Hold Action key (Default H) to revive your teammate,0,-1" //OnStartTouch "!activator,$displaytexthint,If reviving is not working - you must find and revive the first person who died,0,-1" } OnParentKilledOutput { Target "revive_trigger" Action "DisableAndEndTouch" } } EnemyTracker // shoot enemy, get money { OnParentKilledOutput // avoid stacking outputs { Target "!activator" Action "$RemoveOutput" Param "$OnDeath" } OnParentKilledOutput // avoid stacking outputs { Target "relay_enemycount_subtract" Action "trigger" } OnSpawnOutput { Target "relay_enemycount_add" Action "trigger" } OnSpawnOutput { Target "popscript" Action "$OnWaveSpawnBot" } // OnSpawnOutput // money for kill // { // Target "!activator" // Action "AddOutput" // Param "$OnDeath !activator:$AddCurrency:100:0:-1" // } logic_relay // only here so the pt can spawn { } } Hulk_PT { KeepAlive 1 // OnParentKilledOutput // { // Target !activator // Action $RemoveOutput // Param $OnDeath // Delay 1 // } // OnSpawnOutput // apparently crashes servers // { // Target "!activator" // Action "AddOutput" // Param "$OnDeath !activator:SpeakResponseConcept:TLK_MVM_TANK_DEAD:0.7:-1" // } OnSpawnOutput { Target "hankerman" Action "SetPlaybackRate" Param 0 Delay 0.01 } OnParentKilledOutput { Target "hankerman" Action "Enable" } OnParentKilledOutput { Target "hankerman" Action "SetPlaybackRate" Param "1" Delay 0.02 } prop_dynamic { "targetname" "hankerman" "angles" "0 0 0" "origin" "0 0 0" "DisableBoneFollowers" "1" "disableshadows" "0" "StartDisabled" "1" "skin" 1 "model" "models\kirillian\infected\hank_v4.mdl" "DefaultAnim" "Death" "ModelScale" "1.75" "solid" "0" "OnAnimationDone" "!self,SetAnimation,deathpose_incap,0,-1" "OnAnimationDone" "!self,SetPlaybackRate,0,,-1" "OnAnimationDone" "hanked,start,,,-1" "OnAnimationDone" "hanked,kill,,3,-1" "OnAnimationDone" "!self,Kill,,,-1" } info_particle_system { targetname hanked "origin" "0 0 48" effect_name skull_island_explosion } } Crawler_PT // push the crawler { // NoFixup 1 trigger_push { pushdir "0 0 0" spawnflags 1 speed 1000 filtername filter_crawler StartDisabled 1 targetname crawlerpush mins "-24 -24 -24" maxs "24 24 24" } ambient_generic { targetname crawler_hop_sfx spawnflags 48 health 10 // this is volume radius 14000 pitch 100 message ")player/pl_scout_jump1.wav" } logic_timer // do this to eliminate 'desync' issue with jumps { refiretime 14 "OnTimer" "crawlerpush,Enable,,0,-1" "OnTimer" "crawler_hop_sfx,PlaySound,,0,-1" "OnTimer" "crawlerpush,Disable,,0.7,-1" } filter_tf_bot_has_tag // stop non-crawlers from being pushed { targetname filter_crawler require_all_tags 1 tags crawler Negated "Allow entities that match criteria" } } Crawler_PT_Mutant // push the crawler { // NoFixup 1 trigger_push { pushdir "0 0 0" spawnflags 1 speed 1000 filtername filter_crawler StartDisabled 1 targetname crawlerpush mins "-24 -24 -24" maxs "24 24 24" } ambient_generic { targetname crawler_hop_sfx spawnflags 48 health 10 // this is volume radius 14000 pitch 100 message ")player/pl_scout_jump1.wav" } logic_timer // do this to eliminate 'desync' issue with jumps { refiretime 5 "OnTimer" "crawlerpush,Enable,,0,-1" "OnTimer" "crawler_hop_sfx,PlaySound,,0,-1" "OnTimer" "crawlerpush,Disable,,0.7,-1" } filter_tf_bot_has_tag // stop non-crawlers from being pushed { targetname filter_crawler require_all_tags 1 tags crawler Negated "Allow entities that match criteria" } } Charger_PT // call lua function on spawn { OnSpawnOutput { Target "popscript" Action "$chargerLogic" } } RandomMadSciResists { logic_case { targetname madsci_resists_roll OnCase01 "!activator,$AddCond,58,-1" OnCase01 "!activator,$AddPlayerAttribute,dmg taken from bullets reduced|0.1,0,-1" OnCase02 "!activator,$AddCond,59,-1" OnCase02 "!activator,$AddPlayerAttribute,dmg taken from blast reduced|0.1,0,-1" OnCase03 "!activator,$AddCond,60,-1" OnCase03 "!activator,$AddPlayerAttribute,dmg taken from fire reduced|0.1,0,-1" OnCase03 "!activator,$AddPlayerAttribute,afterburn immunity|1,0,-1" } } controlpoint { NoFixup 1 prop_dynamic { "model" "models/props_gameplay/cap_point_base.mdl" "targetname" "cap_base" "solid" "0" "skin" "1" //set this number to 0 for neutral, 1 for red, 2 for blu "origin" "-2774 -1464 -4940" } prop_dynamic { "model" "models/effects/cappoint_hologram.mdl" "targetname" "cap_holo1" "solid" "0" "setbodygroup" "2" "rendermode" "1" "defaultanim" "idle" "origin" "-2466 -1145 -4950" } prop_dynamic { "model" "models/effects/cappoint_hologram.mdl" "targetname" "cap_holo2" "solid" "0" "setbodygroup" "2" "rendermode" "1" "defaultanim" "idle" "origin" "-2466 -1779 -4950" } prop_dynamic { "model" "models/effects/cappoint_hologram.mdl" "targetname" "cap_holo3" "solid" "0" "setbodygroup" "2" "rendermode" "1" "defaultanim" "idle" "origin" "-3064 -1145 -4950" } prop_dynamic { "model" "models/effects/cappoint_hologram.mdl" "targetname" "cap_holo3" "solid" "0" "setbodygroup" "2" "rendermode" "1" "defaultanim" "idle" "origin" "-3064 -1779 -4950" } trigger_capture_area { "classname" "trigger_capture_area" "area_cap_point" "cap_point" "area_time_to_cap" "200" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "StartDisabled" "0" "targetname" "cap_area" "team_cancap_2" "1" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "0" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "mins" "-300 -300 -128" "maxs" "300 300 128" "origin" "-2774 -1464 -4800" "spawnflags" "1" "OnCapTeam1" "spawnbot_zombie,Disable,,0,-1" "OnCapTeam1" "popscript,$ActivateEndNuke,,5,-1" "OnCapTeam1" "nuke_shake,StartShake,5,-1" "OnCapTeam1" "nuke_fade,Fade,5,-1" "OnCapTeam1" "stopmusic,Trigger,,5,-1" "OnCapTeam1" "youwin,Trigger,,10,-1" "OnCapTeam1" "redwin_relay,Trigger,,30,-1" //"OnCapTeam1" "player,$displaytextcenter,All aboard! Let's get out of this hell hole before more of them show up.,3,-1" } tf_glow { "GlowColor" "0 255 0 200" "target" "cap_base" "targetname" "captureglow" } team_control_point { "classname" "team_control_point" "angles" "0 0 0" "point_default_owner" "0" "point_group" "0" "point_index" "2" "point_printname" "escape point" "point_start_locked" "0" "point_warn_on_cap" "0" "point_warn_sound" "misc/null.wav" "random_owner_on_restart" "0" "spawnflags" "4" "StartDisabled" "0" "targetname" "cap_point" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_2_0" "cap_point" "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "0 0 4" } team_control_point_master { "classname" "team_control_point_master" "cpm_restrict_team_cap_win" "1" "custom_position_x" "0.35" "caplayout" "2,0 1" "custom_position_y" "0.91" "partial_cap_points_rate" "0" "play_all_rounds" "0" "score_style" "0" "StartDisabled" "0" "switch_teams" "0" "targetname" "cap_master" "team_base_icon_2" "sprites/obj_icons/icon_base_red" "team_base_icon_3" "sprites/obj_icons/icon_base_blu" } OnSpawnOutput { Target cap_area Action SetControlPoint Param cap_point } OnSpawnOutput { Target cap_master Action RoundSpawn } } spawncontrolpoint { NoFixup 1 env_entity_maker { "targetname" "controlpoint_spawn" "EntityTemplate" "controlpoint" } } Soldier_Tank { NoFixup 1 // no!!!!!!!!!!!!!!!!!! KeepAlive 1 OnSpawnOutput { Target autotank_turret_weapon Action $SetOwner } prop_dynamic // tank { angles "0 0 0" origin "0 0 -8" DisableBoneFollowers 1 disableshadows 0 model "models/props_frontline/tank_animated.mdl" DefaultAnim "move_slow" ModelScale 0.55 solid 0 skin 1 targetname autotank_body } prop_dynamic // gibby~ { angles "0 0 0" origin "0 0 -8" DisableBoneFollowers 1 disableshadows 0 StartDisabled 1 model "models\bots\soldier\bot_soldier.mdl" DefaultAnim "PRIMARY_stun_middle" ModelScale 1.75 solid 0 skin 1 targetname autotank_gibby parentname autotank_body } info_particle_system { angles "0 0 0" origin "0 0 0" effect_name cinefx_goldrush start_active 0 targetname autotank_blast parentname autotank_body } ambient_generic { targetname autotank_deathsound spawnflags 17 health 10 // this is volume radius 18000 pitch 100 message ")shadows/treadkill_death.mp3" parentname autotank_body } ambient_generic { targetname autotank_explosionsound spawnflags 17 health 10 // this is volume radius 18000 pitch 100 message ")mvm\mvm_tank_explode.wav" parentname autotank_body } info_particle_system { angles "0 180 0" origin "-70 38 52" effect_name kartdamage_smoke4 start_active 1 targetname autotank_smoke parentname autotank_body } info_particle_system { angles "0 180 0" origin "-70 -39 52" effect_name kartdamage_smoke4 start_active 1 targetname autotank_smoke parentname autotank_body } env_shake { amplitude 16 duration 1.5 frequency 2.5 radius 1500 spawnflags 1 targetname autotank_shake } ambient_generic // turret ready { targetname autotank_turret_ready spawnflags 48 health 10 // this is volume radius 18000 pitch 100 message ")vehicles/tank_readyfire1.wav" parentname autotank_body } ambient_generic // revving with fury { targetname autotank_ragemode spawnflags 48 health 10 radius 18000 pitch 100 message ")shadows/treadkill_rage.mp3" parentname autotank_body } ambient_generic // turret fire { targetname autotank_turret_shoot spawnflags 48 health 10 radius 18000 pitch 100 message ")player\taunt_tank_shoot.wav" parentname autotank_body } tf_point_weapon_mimic { origin "125 0 59" damage 75 speedmin 2200 speedmax 2200 splashradius 216 targetname autotank_turret_weapon // firesound player\taunt_tank_shoot.wav parentname autotank_body } logic_relay { targetname autotank_turretshoot "OnTrigger" "autotank_turret_ready,PlaySound,,0,-1" "OnTrigger" "autotank_body,SetAnimation,shoot_forward,1,-1" "OnTrigger" "autotank_turret_weapon,Fireonce,,1.3,-1" "OnTrigger" "autotank_turret_shoot,PlaySound,,1.3,-1" } logic_relay { targetname autotank_death "OnTrigger" "red_spawn_warp,Disable,,0,-1" "OnTrigger" "red_spawn_warp2,Disable,,0,-1" "OnTrigger" "ff_building,Disable,,0,-1" "OnTrigger" "ff_mainspawn,Disable,,0,-1" "OnTrigger" "ff_jimstore,Disable,,0,-1" "OnTrigger" "teleporter_breaktime,Enable,,0,-1" "OnTrigger" "teleporter_breaktime_prop,Enable,,0,-1" "OnTrigger" "autotank_idle,StopSound,,0,-1" "OnTrigger" "autotank_gibby,Enable,,0,-1" "OnTrigger" "autotank_smoke,Stop,,0,-1" "OnTrigger" "autotank_gibby,SetAnimation,PRIMARY_Stun_begin,0,-1" "OnTrigger" "autotank_gibby,SetPlaybackRate,0.36,0.3,-1" // stun animation has that blend that doesn't work "OnTrigger" "autotank_deathsound,PlaySound,,0,-1" "OnTrigger" "autotank_gibby,Disable,,3,-1" "OnTrigger" "autotank_body,Disable,,3,-1" "OnTrigger" "autotank_explosionsound,PlaySound,,3,-1" "OnTrigger" "autotank_blast,Start,,3,-1" "OnTrigger" "autotank_shake,StartShake,,3,-1" "OnTrigger" "autotank_*,Kill,,8,-1" "OnTrigger" "stopmusic,Trigger,,0,-1" } } Heavy_Boss // pretty death animation { NoFixup 1 KeepAlive 1 prop_dynamic_ornament { InitialOwner blord spawnflags 256 DisableBoneFollowers 1 disableshadows 1 solid 0 targetname battlelord_cosmetics model "models/workshop/player/items/soldier/hwn2015_hellmet/hwn2015_hellmet.mdl" } prop_dynamic_ornament { InitialOwner blord spawnflags 256 DisableBoneFollowers 1 disableshadows 1 solid 0 targetname battlelord_cosmetics model "models/workshop/player/items/demo/sf14_deadking_pauldrons/sf14_deadking_pauldrons.mdl" } prop_dynamic_ornament { InitialOwner blord spawnflags 256 DisableBoneFollowers 1 disableshadows 1 solid 0 targetname battlelord_cosmetics model "models/workshop/weapons/c_models/c_iron_curtain/c_iron_curtain.mdl" } logic_relay { targetname battlelord_cosmetics_relay "OnTrigger" "battlelord_cosmetics,TurnOff,,2,-1" } prop_dynamic { angles "0 0 0" origin "0 0 0" DisableBoneFollowers 1 disableshadows 0 StartDisabled 1 model "models\bots\heavy_boss\bot_heavy_boss.mdl" DefaultAnim "primary_death_01" ModelScale 1.75 solid 0 skin 1 targetname blord } ambient_generic { targetname blord_deathsound spawnflags 17 health 10 // this is volume radius 18000 pitch 100 message ")shadows/battlelord_death.mp3" parentname blord } info_particle_system { angles "0 0 0" origin "0 0 0" effect_name cinefx_goldrush start_active 0 targetname blord_blast parentname blord } env_shake { amplitude 16 duration 1.5 frequency 2.5 radius 1500 spawnflags 1 targetname blord_shake } ambient_generic { targetname blord_explosionsound spawnflags 17 health 10 // this is volume radius 18000 pitch 100 message ")mvm\mvm_tank_explode.wav" parentname blord } logic_relay { targetname blord_death "OnTrigger" "blord,Enable,,0,-1" "OnTrigger" "battlelord_cosmetics,TurnOn,,0,-1" "OnTrigger" "blord,SetAnimation,primary_death_01,0,-1" "OnTrigger" "blord_deathsound,PlaySound,,0,-1" "OnTrigger" "blord,Disable,,3.4,-1" "OnTrigger" "battlelord_cosmetics,kill,,3.4,-1" "OnTrigger" "blord_explosionsound,PlaySound,,3.4,-1" "OnTrigger" "blord_blast,Start,,3.4,-1" "OnTrigger" "blord_shake,StartShake,,3.4,-1" "OnTrigger" "blord_*,Kill,,8,-1" } } upgradewaypoint { NoFixup 1 logic_relay { "spawnflags" "2" "targetname" "upgradewaypoint45" "OnTrigger" "wphint1,Show,,0,-1" "OnTrigger" "wphint2,Show,,0,-1" "OnTrigger" "wphint3,Show,,0,-1" } logic_relay { "spawnflags" "2" "targetname" "upgradewaypoint60" "OnTrigger" "wphint4,Show,,0,-1" "OnTrigger" "wphint5,Show,,0,-1" "OnTrigger" "wphint6,Show,,0,-1" } training_annotation { "targetname" "wphint1" "display_text" "Upgrade!" "lifetime" "35" "origin" "8379 -3813 -4789" } training_annotation { "targetname" "wphint2" "display_text" "Upgrade!" "lifetime" "35" "origin" "155 1275 -4808" } training_annotation { "targetname" "wphint3" "display_text" "Upgrade!" "lifetime" "35" "origin" "-7011 -747 -4812" } training_annotation { "targetname" "wphint4" "display_text" "Upgrade!" "lifetime" "50" "origin" "8379 -3813 -4789" } training_annotation { "targetname" "wphint5" "display_text" "Upgrade!" "lifetime" "50" "origin" "155 1275 -4808" } training_annotation { "targetname" "wphint6" "display_text" "Upgrade!" "lifetime" "50" "origin" "-7011 -747 -4812" } } wavecd { NoFixup 1 logic_relay { "spawnflags" "2" "targetname" "cd45" "OnTrigger" "cd_10s,Show,,35,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_10sec.mp3,35,-1" "OnTrigger" "cd_9s,Show,,36,-1" "OnTrigger" "cd_8s,Show,,37,-1" "OnTrigger" "cd_7s,Show,,38,-1" "OnTrigger" "cd_6s,Show,,39,-1" "OnTrigger" "cd_5s,Show,,40,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_5sec.mp3,40,-1" "OnTrigger" "cd_4s,Show,,41,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_4sec.mp3,41,-1" "OnTrigger" "cd_3s,Show,,42,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_3sec.mp3,42,-1" "OnTrigger" "cd_2s,Show,,43,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_2sec.mp3,43,-1" "OnTrigger" "cd_1s,Show,,44,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_1sec.mp3,44,-1" } logic_relay { "spawnflags" "2" "targetname" "cd60" "OnTrigger" "cd_10s,Show,,50,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_10sec.mp3,50,-1" "OnTrigger" "cd_9s,Show,,51,-1" "OnTrigger" "cd_8s,Show,,52,-1" "OnTrigger" "cd_7s,Show,,53,-1" "OnTrigger" "cd_6s,Show,,54,-1" "OnTrigger" "cd_5s,Show,,55,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_5sec.mp3,55,-1" "OnTrigger" "cd_4s,Show,,56,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_4sec.mp3,56,-1" "OnTrigger" "cd_3s,Show,,57,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_3sec.mp3,57,-1" "OnTrigger" "cd_2s,Show,,58,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_2sec.mp3,58,-1" "OnTrigger" "cd_1s,Show,,59,-1" "OnTrigger" "player,$PlaySoundToSelf,vo/announcer_begins_1sec.mp3,59,-1" } training_annotation { "targetname" "cd_10s" "display_text" "10" "lifetime" "1" "origin" "-2774 -1464 -4940" } training_annotation { "targetname" "cd_9s" "display_text" "9" "lifetime" "1" "origin" "-2774 -1464 -4940" } training_annotation { "targetname" "cd_8s" "display_text" "8" "lifetime" "1" "origin" "-2774 -1464 -4940" } training_annotation { "targetname" "cd_7s" "display_text" "7" "lifetime" "1" "origin" "-2774 -1464 -4940" } training_annotation { "targetname" "cd_6s" "display_text" "6" "lifetime" "1" "origin" "-2774 -1464 -4940" } training_annotation { "targetname" "cd_5s" "display_text" "5" "lifetime" "1" "origin" "-2774 -1464 -4940" } training_annotation { "targetname" "cd_4s" "display_text" "4" "lifetime" "1" "origin" "-2774 -1464 -4940" } training_annotation { "targetname" "cd_3s" "display_text" "3" "lifetime" "1" "origin" "-2774 -1464 -4940" } training_annotation { "targetname" "cd_2s" "display_text" "2" "lifetime" "1" "origin" "-2774 -1464 -4940" } training_annotation { "targetname" "cd_1s" "display_text" "1" "lifetime" "1" "origin" "-2774 -1464 -4940" } } DummyMachines { NoFixup 1 prop_dynamic { origin "7478 -4353 -4920" // MannPower angles "0 270 0" disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname DUMMY_1 } prop_dynamic { origin "6160 -3764 -4930" // RoomPower angles "0 0 0" disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname DUMMY_2 } prop_dynamic { origin "7880 -3770 -4736" // ClassEnc angles "0 90 0" disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname DUMMY_3 } prop_dynamic { origin "-6083 -3252 -4350" // LuckyBonus angles "0 0 0" disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 1 targetname DUMMY_3 } // prop_dynamic // { // origin "0 0 50" // ?? // disableshadows 0 // model "models/props_misc/vending_machine_01.mdl" // solid 6 // skin 0 // red // targetname DUMMY_6 // } // prop_dynamic // { // origin "-0 -0 148" // ?? // angles "0 270 0" // disableshadows 0 // model "models/player/items/all_class/cowboyboots_soldier.mdl" // modelscale 2 // solid 0 // parentname DUMMY_6 // } } MannPower { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname vm_mann } func_button { targetname vm_mannbutton parentname vm_mann damagefilter filter_mannmulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 1 sounds 3 origin "0 -12 128" mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_mann,trigger,0,-1" } $filter_sendprop // OnFail will never fire as damagefilter doesn't allow for a Fail condition { targetname filter_mannmoney $name m_nCurrency negated 0 $value 20000 $compare "greater than or equal" } filter_multi { targetname filter_mannmulti filtertype 0 negated 0 filter01 filter_mannmoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } filter_damage_type // OOPS THIS KILLS THE SERVER { targetname filter_melee negated 0 damagetype 134221952 } trigger_multiple { origin "0 0 50" targetname vm_mannmsg parentname vm_mann filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "128 128 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to select a Mannpowerup for $20000 (also require 300+ zombie kills),0,-1" } logic_relay { targetname perkbuff_mann OnTrigger "!activator,$RemoveCurrency,20000,-1" OnTrigger "!activator,$PlaySoundToSelf,mvm/mvm_bought_upgrade.wav,0,-1" OnTrigger "door_bonus_job,Unlock,,2.1,-1" OnTrigger "door_bonus_job,Open,,2.2,-1" OnTrigger "mannperk_warp,Disable,,2.2,-1" //OnTrigger "!activator,$DisplayTextCenter,Walk into a Mannpowerup to select them!,3,-1" OnTrigger "trig_port_job,Disable,,0,-1" OnTrigger "door_bonus_job,Close,,20,-1" OnTrigger "trig_port_job,Enable,,20,-1" OnTrigger "mannperk_warp,Enable,,20,-1" } } RoomPower { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname vm_room } func_button { targetname vm_roombutton parentname vm_room damagefilter filter_roommulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 1 sounds 3 origin "0 -12 128" mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_room,trigger,0,-1" } $filter_sendprop // OnFail will never fire as damagefilter doesn't allow for a Fail condition { targetname filter_roommoney $name m_nCurrency negated 0 $value 1000 $compare "greater than or equal" } filter_multi { targetname filter_roommulti filtertype 0 negated 0 filter01 filter_roommoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } filter_damage_type // OOPS THIS KILLS THE SERVER { targetname filter_melee negated 0 damagetype 134221952 } math_counter { "targetname" "vm_roombonuscount" "startvalue" 6 "startdisabled" 0 "min" 0 "max" 5 "onhitmin" "vm_room,Kill,,2,-1" "onhitmin" "player,$DisplayTextCenter,Room Bonus vending machine is out of use!,2,-1" } trigger_multiple { origin "0 0 50" targetname vm_roommsg parentname vm_room filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "128 128 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to gain access to Room of Bonus for $1000 (also require 100+ zombie kills),0,-1" } logic_relay { targetname perkbuff_room OnTrigger "!activator,$RemoveCurrency,1000,-1" OnTrigger "!activator,$PlaySoundToSelf,mvm/mvm_bought_upgrade.wav,0,-1" OnTrigger "vm_roombonuscount,Subtract,1,,-1" OnTrigger "door_bonus_room,Unlock,,2.1,-1" OnTrigger "door_bonus_room,Open,,2.2,-1" //OnTrigger "!activator,$DisplayTextCenter,Walk into a room number to select the bonus, you have 5 seconds!,2.2,-1" OnTrigger "port_bonus_room,Disable,,2.2,-1" OnTrigger "port_bonus_room,Enable,,7.2,-1" OnTrigger "door_bonus_room,Lock,,7.2,-1" OnTrigger "door_bonus_room,Close,,7.2,-1" } } ClassEnc { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname vm_classe } func_button { targetname vm_classebutton parentname vm_classe damagefilter filter_classemulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 1 sounds 3 origin "0 -12 128" mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_classe,trigger,0,-1" } $filter_sendprop // OnFail will never fire as damagefilter doesn't allow for a Fail condition { targetname filter_classemoney $name m_nCurrency negated 0 $value 25000 $compare "greater than or equal" } filter_multi { targetname filter_classemulti filtertype 0 negated 0 filter01 filter_classemoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } filter_damage_type // OOPS THIS KILLS THE SERVER { targetname filter_melee negated 0 damagetype 134221952 } trigger_multiple { origin "0 0 50" targetname vm_classemsg parentname vm_classe filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "128 128 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to gain access to Class Enhance Bonus for $25000,0,-1" } logic_relay { targetname perkbuff_classe OnTrigger "!activator,$RemoveCurrency,25000,-1" OnTrigger "!activator,$PlaySoundToSelf,mvm/mvm_bought_upgrade.wav,0,-1" OnTrigger "trig_enhance_bonus,Enable,,2.1,-1" OnTrigger "enhance_bonus_light_off,TurnOff,,2.2,-1" OnTrigger "enhance_bonus_light_on,TurnOn,,2.2,-1" OnTrigger "trig_toggle_enhance_bonus,Enable,,2.2,-1" } } LuckyBonus { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 1 // blue targetname vm_lucke } func_button { targetname vm_luckebutton parentname vm_lucke damagefilter filter_luckemulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 1 sounds 3 origin "0 -12 128" mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_lucke,trigger,0,-1" } $filter_sendprop // OnFail will never fire as damagefilter doesn't allow for a Fail condition { targetname filter_luckemoney $name m_nCurrency negated 0 $value 2000 $compare "greater than or equal" } filter_multi { targetname filter_luckemulti filtertype 0 negated 0 filter01 filter_luckemoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } filter_damage_type // OOPS THIS KILLS THE SERVER { targetname filter_melee negated 0 damagetype 134221952 } trigger_multiple { origin "0 0 50" targetname vm_luckemsg parentname vm_lucke filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "128 128 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to buy Lucky Bonus for $2000,0,-1" } logic_relay { targetname perkbuff_lucke OnTrigger "!activator,$RemoveCurrency,2000,-1" OnTrigger "!activator,$PlaySoundToSelf,mvm/mvm_bought_upgrade.wav,0,-1" OnTrigger "popscript,$ApplyLuckyBonus,!activator,2.1,-1" } } Vending_Jugg // SAXTON { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname vm_jug } prop_dynamic { origin "0 0 164" // ?? angles "0 270 0" disableshadows 0 model "models/effects/medicyell.mdl" modelscale 2 solid 0 parentname vm_jug } func_button { targetname vm_jugbutton parentname vm_jug damagefilter filter_juggmulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 1 sounds 3 origin "0 -12 128" mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_jugg,trigger,0,-1" } $filter_sendprop // OnFail will never fire as damagefilter doesn't allow for a Fail condition { targetname filter_juggmoney $name m_nCurrency negated 0 $value 2500 $compare "greater than or equal" } filter_multi { targetname filter_juggmulti filtertype 0 negated 0 filter01 filter_juggmoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } filter_damage_type // OOPS THIS KILLS THE SERVER { targetname filter_melee negated 0 damagetype 134221952 } trigger_multiple { origin "0 0 50" targetname vm_jugmsg parentname vm_jug filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "128 128 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to buy Saxton Ale for $2500,0,-1" } //ambient_generic //{ // targetname vm_jugsfx // spawnflags 48 // health 10 // this is volume // radius 15000 // pitch 100 // message "shadows/perk_saxton.mp3" // parentname vm_jug //} logic_relay { targetname perkbuff_jugg OnTrigger "!activator,$RemoveCurrency,2500,-1" // testing OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1" // OnTrigger "vm_jugsfx,PlaySound,0,2.2,-1" OnTrigger "!activator,$AddPlayerAttribute,max health additive bonus|150,2.2,-1" // OnTrigger "!activator,$AddPlayerAttribute,health regen|15,2.2,-1" // nice idea but too good OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1" OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Extra max health!,2.2,-1" OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1" } } Vending_Speed // Meraslixir { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname vm_speed } prop_dynamic { origin "0 0 164" // ?? angles "0 270 0" disableshadows 0 model "models/props_halloween/merasmus_skull_island.mdl" solid 0 parentname vm_speed } func_button { targetname vm_speedbutton parentname vm_speed damagefilter filter_speedmulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 3 sounds 3 origin "0 -12 128" mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_speed,trigger,0,-1" // testing } $filter_sendprop { targetname filter_speedmoney $name m_nCurrency negated 0 $value 3000 $compare "greater than or equal" } filter_multi { targetname filter_speedmulti filtertype 0 negated 0 filter01 filter_speedmoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } trigger_multiple { origin "0 0 50" targetname vm_speedmsg parentname vm_speed filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "64 64 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to buy Meraslixir for $3000,0,-1" } //ambient_generic //{ // targetname vm_speedsfx // spawnflags 48 // health 10 // this is volume // radius 15000 // pitch 100 // message "shadows/perk_meraslixir.mp3" // parentname vm_speed //} logic_relay { targetname perkbuff_speed OnTrigger "!activator,$RemoveCurrency,3000,-1" // testing OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1" // OnTrigger "vm_speedsfx,PlaySound,0,2.2,-1" OnTrigger "!activator,$AddPlayerAttribute,faster reload rate|0.5,2.2,-1" OnTrigger "!activator,$AddPlayerAttribute,move speed bonus|1.15,2.2,-1" OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1" OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Increased movement and reload speed!,2.2,-1" OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1" } } Vending_Blaster // Head Rattle { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 1 // blue targetname vm_blaster } func_button { origin "0 -12 128" targetname vm_blasterbutton parentname vm_blaster damagefilter filter_blastermulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 3 sounds 3 mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_blaster,trigger,0,-1" // testing OnPressed "filter_blastermoney,TestActivator,0,-1" } $filter_sendprop { targetname filter_blastermoney $name m_nCurrency negated 0 $value 1500 $compare "greater than or equal" } filter_multi { targetname filter_blastermulti filtertype 0 negated 0 filter01 filter_blastermoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } trigger_multiple { origin "0 0 50" targetname vm_blastermsg parentname vm_blaster filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "128 128 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to buy Head Rattle for $1500,0,-1" } //ambient_generic //{ // targetname vm_blastersfx // spawnflags 48 // health 10 // this is volume // radius 15000 // pitch 100 // message "shadows/perk_headrattle.mp3" // parentname vm_blaster //} logic_relay { targetname perkbuff_blaster OnTrigger "!activator,$RemoveCurrency,1500,-1" // testing OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1" // OnTrigger "vm_blastersfx,PlaySound,0,2.2,-1" OnTrigger "!activator,$AddPlayerAttribute,explosive sniper shot|2,2.2,-1" OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1" OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Explosive Headshot!,2.2,-1" OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1" } } Vending_Doubletap // Untapped Vintage { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname vm_dt } prop_dynamic { origin "-24 -16 132" // ?? angles "-15 0 0" disableshadows 0 model "models/weapons/c_models/c_shotgun/c_shotgun.mdl" modelscale 2 solid 0 parentname vm_dt } func_button { origin "0 -12 128" targetname vm_dtbutton parentname vm_dt damagefilter filter_dtmulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 3 sounds 3 mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_dt,trigger,0,-1" // testing OnPressed "filter_dtmoney,TestActivator,0,-1" } $filter_sendprop { targetname filter_dtmoney $name m_nCurrency negated 0 $value 2000 $compare "greater than or equal" } filter_multi { targetname filter_dtmulti filtertype 0 negated 0 filter01 filter_dtmoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } trigger_multiple { origin "0 0 50" targetname vm_dtmsg parentname vm_dt filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "128 128 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to buy Double Tap for $2000,0,-1" } //ambient_generic //{ // targetname vm_dtsfx // spawnflags 48 // health 10 // this is volume // radius 15000 // pitch 100 // message "shadows/perk_doubletap.mp3" // parentname vm_dt //} logic_relay { targetname perkbuff_dt OnTrigger "!activator,$RemoveCurrency,2000,-1" // testing OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1" // OnTrigger "vm_dtsfx,PlaySound,0,2.2,-1" OnTrigger "!activator,$AddPlayerAttribute,mult_item_meter_charge_rate|0.67,-1" OnTrigger "!activator,$AddPlayerAttribute,fire rate bonus|0.67,-1" OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1" OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Increased fire rate!,2.2,-1" OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1" } } Vending_Quickrevive // Ostarion's Reserve { NoFixup 1 prop_dynamic { origin "0 0 50" // ?? disableshadows 0 model "models/props_misc/vending_machine_01.mdl" solid 6 skin 0 // red targetname vm_quickrev } prop_dynamic { origin "0 0 155" // ?? angles "0 270 0" disableshadows 0 model "models/props_mvm/mvm_human_skull.mdl" modelscale 2.5 solid 0 parentname vm_quickrev } func_button { origin "0 -12 128" targetname vm_quickrevbutton parentname vm_quickrev damagefilter filter_quickrevmulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 3 sounds 3 mins "-24 -8 -44" maxs "24 8 44" OnPressed "perkbuff_quickrev,trigger,0,-1" // testing OnPressed "filter_quickrevmoney,TestActivator,0,-1" } $filter_sendprop { targetname filter_quickrevmoney $name m_nCurrency negated 0 $value 5000 // high enough lol $compare "greater than or equal" } filter_multi { targetname filter_quickrevmulti filtertype 0 negated 0 filter01 filter_quickrevmoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } math_counter { "targetname" "vm_quickrevcount" "startvalue" 4 "startdisabled" 0 "min" 0 "max" 3 "onhitmin" "vm_quickrev*,Kill,,2,-1" } trigger_multiple { origin "0 0 50" targetname vm_quickrevmsg parentname vm_quickrev filtername filter_redteam spawnflags 1 mins "-128 -128 0" maxs "128 128 128" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to buy Ostarion's Reserve for $5000,0,-1" } //ambient_generic //{ // targetname vm_quickrevsfx // spawnflags 48 // health 10 // this is volume // radius 15000 // pitch 100 // message "shadows/perk_regalreserve.mp3" // parentname vm_quickrev //} logic_relay { targetname perkbuff_quickrev OnTrigger "!activator,$RemoveCurrency,5000,-1" // testing //OnTrigger "vm_quickrevcount,Subtract,1,,-1" OnTrigger "!activator,$PlaySoundToSelf,shadows/perk_usesfx.mp3,0,-1" // OnTrigger "vm_quickrevsfx,PlaySound,0,2.2,-1" OnTrigger "!activator,$AddCond,70,-1" // ensure player doesn't just die before effect goes off OnTrigger "!activator,$AddCond,129,-1" OnTrigger "!activator,$PlaySoundToSelf,weapons/buffed_on.wav,2.2,-1" OnTrigger "!activator,$DisplayTextCenter,Perk Bonus activated: Survive one fatal attack!,2.2,-1" OnTrigger "!activator,SpeakResponseConcept,TLK_PLAYER_SPELL_PICKUP_RARE,2.45,-1" } } Roundtimer // where we at { NoFixup 1 OnSpawnOutput { Target roundcounter Action SetValue Param 0 } game_text // obsolete but kept since removing it causes lua problems { "targetname" "roundtext" "color" "255 65 65" // 222 222 222 breaktime color "color2" "0 0 0" // scan color "fxtime" "2.3" // how "holdtime" "36000" "spawnflags" "1" "effect" 2 "channel" 1 "x" "0.1" "y" "0.05" // mess with later to find proper spot } game_text { "targetname" "enemytext" "color" "255 255 65" "color2" "0 0 0" "holdtime" "36000" "fxtime" "2.3" // how "spawnflags" "1" "channel" 2 "effect" 2 "x" "0.1" "y" "0.1" // mess with later to find proper spot } game_text { "targetname" "poweruptext" "color" "255 255 255" "color2" "255 255 255" "holdtime" "36000" "spawnflags" "1" "channel" 3 "x" "0.27" "y" "0.9" } math_counter { "targetname" "roundcounter" "max" "255" // lol you'll never get to round 255 "outvalue" "roundformat,$setkey$case01,,0,-1" "OutValue" "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveCount,,0,-1" // test "outvalue" "gameoverformat,$setkey$case01,,0,-1" } math_counter { "targetname" "enemycounter" "startvalue" 0 "min" 0 "max" "53" "outvalue" "enemyformat,$setkey$case01,,0,-1" } logic_case { "targetname" "enemyformat" "case16" "% active enemies" "ondefault" "enemytext,$setkey$message,,0,-1" "ondefault" "enemytext,display,0,0,-1" } logic_case { "targetname" "roundformat" "case16" "Round %" // who knows, maybe this is how it works // "ondefault" "roundtext,$setkey$message,,0,-1" // "ondefault" "roundtext,display,0,0,-1" } logic_relay { "targetname" "realtimer" "spawnflags" "2" "ontrigger" "roundformat,$format,,0.01,-1" "OnUser2" "gameoverformat,$format,,0.01,-1" } logic_relay { "targetname" "relay_enemycount_add" "spawnflags" "2" "ontrigger" "enemyformat,$format,,0.05,-1" "ontrigger" "enemyformat,$format,,0.25,-1" "ontrigger" "enemycounter,add,1,,-1" } logic_relay { "targetname" "relay_enemycount_subtract" "spawnflags" "2" "ontrigger" "enemyformat,$format,,0.05,-1" "ontrigger" "enemyformat,$format,,0.25,-1" "ontrigger" "enemycounter,subtract,1,,-1" } logic_relay { "targetname" "relay_enemycount_reset" "spawnflags" "2" "ontrigger" "enemyformat,$format,,0.01,-1" "ontrigger" "enemycounter,setvalue,0,,-1" } } DoublePointsSpawner { NoFixup 1 env_entity_maker { targetname "DoublePoints_spawner" EntityTemplate "DoublePointsDrop" } } DoublePointsDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\items\target_duck.mdl" solid 0 modelscale 0.8 origin "0 0 10" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateDoublePoints,,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } //FireSaleSpawner //{ // NoFixup 1 // env_entity_maker // { // targetname "FireSale_spawner" // EntityTemplate "FireSaleDrop" // } // ambient_generic // { // health 7 // message #*shadows/gallery_music.mp3 // radius 20 // spawnflags 49 // targetname firesale_music // } //} //FireSaleDrop //{ // info_particle_system // { // effect_name spellbook_rainbow // targetname powerup_particle // parentname powerup_prop // start_active 1 // origin "0 0 24" // } // prop_dynamic // { // targetname powerup_prop // parentname powerup_rot // model "models\props_doomsday\australium_container.mdl" // solid 0 // modelscale 1 // origin "0 0 24" // angles "0 0 45" // } // func_rotating // { // spawnflags 65 // nice // maxspeed 48 // solidbsp 0 // rendermode 10 // targetname powerup_rot // } // trigger_multiple // { // targetname powerup_trigger // parentname powerup_prop // filtername filter_redteam // spawnflags 1 // mins "-12 -12 -12" // maxs "12 12 12" // origin "0 0 24" // OnStartTouchAll "powerup_rot,KillHierarchy,,-1" // OnStartTouchAll "popscript,$ActivateFireSale,,-1" // } // filter_activator_tfteam // { // targetname filter_redteam // teamnum 3 // negated 1 // } // logic_timer // { // targetname powerup_blinker // RefireTime 0.5 // spawnflags 1 // parentname powerup_prop // StartDisabled 1 // // "OnTimerHigh" "powerup_prop,Disable,,0,-1" // "OnTimerLow" "powerup_prop,Enable,,0,-1" // } // logic_timer // { // RefireTime 15 // parentname powerup_prop // // "OnTimer" "powerup_blinker,Enable,,-1" // } // logic_timer // { // RefireTime 20 // parentname powerup_prop // // "OnTimer" "powerup_blinker,RefireTime,0.25,-1" // } // logic_timer // { // RefireTime 25 // parentname powerup_prop // // "OnTimer" "powerup_blinker,RefireTime,0.1,-1" // } // logic_timer // { // RefireTime 30 // parentname powerup_prop // // "OnTimer" "powerup_rot,KillHierarchy,,-1" // } //} InstakillSpawner { NoFixup 1 env_entity_maker { targetname "Instakill_spawner" EntityTemplate "InstakillDrop" } } InstakillDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_crit.mdl" skin 1 solid 0 origin "0 0 10" angles "0 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateInstakill,,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } NukeSpawner { NoFixup 1 env_entity_maker { targetname "Nuke_spawner" EntityTemplate "NukeDrop" } } NukeDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } info_particle_system { effect_name taunt_demo_nuke_shroomcloud targetname powerup_particlenuke start_active 0 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models/props_trainyard/cart_bomb_separate.mdl" solid 0 modelscale 0.5 origin "0 0 32" angles "-45 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "powerup_particlenuke,Start,,-1" OnStartTouchAll "powerup_particlenuke,Kill,,10,-1" OnStartTouchAll "popscript,$ActivateNuke,,-1" "OnStartTouchAll" "hologram_nuke,Disable,,-1" "OnStartTouchAll" "hologram_nuke_snd,PlaySound,,-1" "OnStartTouchAll" "nuke_shake,StartShake,,-1" "OnStartTouchAll" "nuke_fade,Fade,,-1" // "OnStartTouchAll" "hologram_nuke_hurt,Enable,,0,-1" // "OnStartTouchAll" "hologram_nuke_hurt,Disable,,0.7,-1" "OnStartTouchAll" "powerup_timer,Enable,,-1" "OnStartTouchAll" "plate,skin,0,-1" "OnStartTouchAll" "!activator,$AddCurrency,400,3,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } env_shake { amplitude 16 duration 3 frequency 40 radius 48 spawnflags 1 targetname nuke_shake } env_fade { targetname nuke_fade duration 1.3 spawnflags 1 rendercolor "255 255 255" } ambient_generic { health 10 message )misc/doomsday_missile_explosion.wav radius 20 pitch 100 spawnflags 49 targetname hologram_nuke_snd } trigger_hurt { damage 4500 spawnflags 1 mins "-9999 -9999 -9999" maxs "9999 9999 9999" startdisabled 1 targetname hologram_nuke_hurt filtername filter_notred origin "0 0 0" } filter_activator_tfteam { targetname filter_notred teamnum 2 negated 1 // anyone who isnt red passes } } MaxAmmoSpawner { NoFixup 1 env_entity_maker { targetname "MaxAmmo_spawner" EntityTemplate "MaxAmmoDrop" } } MaxAmmoDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\items\ammopack_large.mdl" solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateMaxAmmo,,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } BonusPointsSpawner { NoFixup 1 env_entity_maker { targetname "BonusPoints_spawner" EntityTemplate "BonusPointsDrop" } } BonusPointsDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\items\currencypack_large.mdl" solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateBonusPoints,,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } OverhealSpawner { NoFixup 1 env_entity_maker { targetname "Overheal_spawner" EntityTemplate "OverhealDrop" } } OverhealDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_regen.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "0 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateOverheal,,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } AgilitySpawner { NoFixup 1 env_entity_maker { targetname "Agility_spawner" EntityTemplate "AgilityDrop" } } AgilityDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_agility.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "0 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateAgility,,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } ReviveAllSpawner { NoFixup 1 env_entity_maker { targetname "ReviveAll_spawner" EntityTemplate "ReviveAllDrop" } } ReviveAllDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models/weapons/c_models/c_medigun/c_medigun.mdl" solid 0 modelscale 1 origin "0 0 40" angles "15 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$KinestraRevive,,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } PlagueSpawner { NoFixup 1 env_entity_maker { targetname "Plague_spawner" EntityTemplate "PlagueDrop" } } PlagueDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_plague.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "0 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivatePlague,,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } StrengthSpawner { NoFixup 1 env_entity_maker { targetname "Strength_spawner" EntityTemplate "StrengthDrop" } } StrengthDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_strength_arm.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "0 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateStrength,,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } UberSpawner { NoFixup 1 env_entity_maker { targetname "Uber_spawner" EntityTemplate "UberDrop" } } UberDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_uber.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "0 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateUber,,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } VisionSpawner { NoFixup 1 env_entity_maker { targetname "Vision_spawner" EntityTemplate "VisionDrop" } } VisionDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\props_halloween\halloween_demoeye.mdl" solid 0 modelscale 0.2 origin "0 0 30" angles "15 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateVision,,-1" OnStartTouchAll "fog_controller,SetStartDist,1,,-1" OnStartTouchAll "fog_controller,SetEndDist,3000,,-1" OnStartTouchAll "fog_controller,SetStartDist,1,90,-1" OnStartTouchAll "fog_controller,SetEndDist,1200,90,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } PowerPlaySpawner { NoFixup 1 env_entity_maker { targetname "PowerPlay_spawner" EntityTemplate "PowerPlayDrop" } } PowerPlayDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_thorns.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "0 0 0" } func_rotating { spawnflags 65 // nice maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivatePowerPlay,,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } RandomPowerSpawner { NoFixup 1 env_entity_maker { targetname "RandomPower_spawner" EntityTemplate "RandomPowerDrop" } } RandomPowerDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\class_menu\random_class_icon.mdl" solid 0 modelscale 1.5 origin "0 0 50" angles "0 0 0" } func_rotating { spawnflags 65 // nice maxspeed 96 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_redteam spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateRandomPower,,-1" } filter_activator_tfteam { targetname filter_redteam teamnum 3 negated 1 } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } DumpsterSpawner { NoFixup 1 env_entity_maker { targetname "dumpster_spawner1" EntityTemplate "DumpsterBoxRewrite1" angles "0 0 0" } env_entity_maker { targetname "dumpster_spawner2" EntityTemplate "DumpsterBoxRewrite2" angles "0 90 0" } env_entity_maker { targetname "dumpster_spawner3" EntityTemplate "DumpsterBoxRewrite3" angles "0 0 0" } env_entity_maker { targetname "dumpster_spawner4" EntityTemplate "DumpsterBoxRewrite4" angles "0 180 0" } env_entity_maker { targetname "dumpster_spawner5" EntityTemplate "DumpsterBoxRewrite5" angles "0 0 0" } point_teleport { targetname dumpster_tele_1 origin "7467 -3528 -4920" angles "0 0 0" } point_teleport { targetname dumpster_tele_2 origin "5143 -1220 -3392" angles "0 90 0" } point_teleport { targetname dumpster_tele_3 origin "191 1024 -4928" angles "0 0 0" } point_teleport { targetname dumpster_tele_4 origin "-6431 -4451 -4928" angles "0 180 0" } point_teleport { targetname dumpster_tele_5 origin "-6458 1260 -4928" angles "0 0 0" } point_teleport // dont edit this lol { targetname dumpster_tele_out origin "-512 -25 -1008" } } DumpsterBoxRewrite1 { NoFixup 1 prop_dynamic { origin "0 0 104" angles "90 0 180" disableshadows 0 model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl" solid 0 startdisabled 1 modelscale 3 targetname dumpster_dudprop1 parentname dumpster_prop1 } info_particle_system { origin "0 0 24" effect_name eyeboss_tp_vortex targetname dumpster_warp_eff1 parentname dumpster_prop1 } info_particle_system { origin "0 0 24" effect_name teleporter_mvm_bot_persist targetname dumpster_warp_beam1 parentname dumpster_prop1 } trigger_push // push people away so they don't get stuck { origin "0 0 0" pushdir "0 180 0" spawnflags 1 speed 512 targetname dumpster_push1 mins "-32 -66 -16" maxs "12 66 64" } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_body.mdl" solid 6 skin 2 targetname dumpster_prop1 } prop_dynamic { targetname dumpster_lid1 origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_lid.mdl" solid 0 skin 2 parentname dumpster_rotdoor1 } func_door_rotating // open up! { targetname dumpster_rotdoor1 parentname dumpster_prop1 origin "24 -24 59" // 28 -2 64 ?? distance 90 speed 160 wait -1 disableshadows 1 forceclosed 1 spawnflags 128 noise1 shadows/mystery_open.mp3 // open sound startclosesound misc/null.wav closesound doors\door_metal_medium_close1.wav mins "-2 -2 -2" maxs "2 2 2" } trigger_multiple { origin "0 0 50" targetname dumpster_msg1 parentname dumpster_prop1 filtername filter_redteam spawnflags 1 mins "-72 -74 -64" maxs "40 74 96" } light_dynamic { origin "0 0 20" targetname dumpster_light1 parentname dumpster_prop1 _light "255 200 0 275" distance 75 brightness 10 spawnflags 1 } info_particle_system { origin "0 0 0" effect_name utaunt_beams_yellow targetname dumpster_particles1 parentname dumpster_prop1 } prop_dynamic { targetname dumpster_weapon1 parentname dumpster_train1 model "models\weapons\w_models\w_medigun.mdl" solid 0 } path_track { origin "-4 0 20" targetname dumpster_track11 parentname dumpster_prop1 target dumpster_track21 OnPass "dumpster_train1,Stop,,0,-1" } path_track { origin "-4 0 64" targetname dumpster_track21 parentname dumpster_prop1 target dumpster_track11 OnPass "dumpster_train1,Stop,,0,-1" } func_tracktrain { targetname dumpster_train1 parentname dumpster_prop1 target dumpster_track11 orientationtype 0 velocitytype 2 solid 0 speed 0 startspeed 90 mins "-4 -4 -4" maxs "4 4 4" angles "90 0 90" spawnflags 8 } ambient_generic { health 10 message "shadows\mystery_jingle.mp3" radius 11000 spawnflags 48 targetname dumpster_jingle1 parentname dumpster_prop1 } ambient_generic { health 10 message "misc/halloween/merasmus_appear.wav" radius 11000 spawnflags 48 targetname dumpster_appear1 parentname dumpster_prop1 } ambient_generic { health 10 message "misc/halloween/merasmus_disappear.wav" radius 11000 spawnflags 48 targetname dumpster_disappear1 parentname dumpster_prop1 } } DumpsterBoxRewrite2 { NoFixup 1 prop_dynamic { origin "0 0 104" angles "90 0 180" disableshadows 0 model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl" solid 0 startdisabled 1 modelscale 3 targetname dumpster_dudprop2 parentname dumpster_prop2 } info_particle_system { origin "0 0 24" effect_name eyeboss_tp_vortex targetname dumpster_warp_eff2 parentname dumpster_prop2 } info_particle_system { origin "0 0 24" effect_name teleporter_mvm_bot_persist targetname dumpster_warp_beam2 parentname dumpster_prop2 } trigger_push // push people away so they don't get stuck { origin "0 0 0" pushdir "0 180 0" spawnflags 1 speed 512 targetname dumpster_push2 mins "-32 -66 -16" maxs "12 66 64" } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_body.mdl" solid 6 skin 2 targetname dumpster_prop2 } prop_dynamic { targetname dumpster_lid2 origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_lid.mdl" solid 0 skin 2 parentname dumpster_rotdoor2 } func_door_rotating // open up! { targetname dumpster_rotdoor2 parentname dumpster_prop2 origin "-24 24 59" // 28 -2 64 ?? distance 90 speed 160 wait -1 disableshadows 1 forceclosed 1 spawnflags 128 noise1 shadows/mystery_open.mp3 // open sound startclosesound misc/null.wav closesound doors\door_metal_medium_close1.wav mins "-2 -2 -2" maxs "2 2 2" } trigger_multiple { origin "0 0 50" targetname dumpster_msg2 parentname dumpster_prop2 filtername filter_redteam spawnflags 1 mins "-72 -74 -64" maxs "40 74 96" } light_dynamic { origin "0 0 20" targetname dumpster_light2 parentname dumpster_prop2 _light "255 200 0 275" distance 75 brightness 10 spawnflags 1 } info_particle_system { origin "0 0 0" effect_name utaunt_beams_yellow targetname dumpster_particles2 parentname dumpster_prop2 } prop_dynamic { targetname dumpster_weapon2 parentname dumpster_train2 model "models\weapons\w_models\w_medigun.mdl" solid 0 } path_track { origin "-4 0 20" targetname dumpster_track12 parentname dumpster_prop2 target dumpster_track22 OnPass "dumpster_train2,Stop,,0,-1" } path_track { origin "-4 0 64" targetname dumpster_track22 parentname dumpster_prop2 target dumpster_track12 OnPass "dumpster_train2,Stop,,0,-1" } func_tracktrain { targetname dumpster_train2 parentname dumpster_prop2 target dumpster_track12 orientationtype 0 velocitytype 2 solid 0 speed 0 startspeed 90 mins "-4 -4 -4" maxs "4 4 4" angles "90 0 90" spawnflags 8 } ambient_generic { health 10 message "shadows\mystery_jingle.mp3" radius 11000 spawnflags 48 targetname dumpster_jingle2 parentname dumpster_prop2 } ambient_generic { health 10 message "misc/halloween/merasmus_appear.wav" radius 11000 spawnflags 48 targetname dumpster_appear2 parentname dumpster_prop2 } ambient_generic { health 10 message "misc/halloween/merasmus_disappear.wav" radius 11000 spawnflags 48 targetname dumpster_disappear2 parentname dumpster_prop2 } } DumpsterBoxRewrite3 { NoFixup 1 prop_dynamic { origin "0 0 104" angles "90 0 180" disableshadows 0 model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl" solid 0 startdisabled 1 modelscale 3 targetname dumpster_dudprop3 parentname dumpster_prop3 } info_particle_system { origin "0 0 24" effect_name eyeboss_tp_vortex targetname dumpster_warp_eff3 parentname dumpster_prop3 } info_particle_system { origin "0 0 24" effect_name teleporter_mvm_bot_persist targetname dumpster_warp_beam3 parentname dumpster_prop3 } trigger_push // push people away so they don't get stuck { origin "0 0 0" pushdir "0 180 0" spawnflags 1 speed 512 targetname dumpster_push3 mins "-32 -66 -16" maxs "12 66 64" } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_body.mdl" solid 6 skin 2 targetname dumpster_prop3 } prop_dynamic { targetname dumpster_lid3 origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_lid.mdl" solid 0 skin 2 parentname dumpster_rotdoor3 } func_door_rotating // open up! { targetname dumpster_rotdoor3 parentname dumpster_prop3 origin "24 -24 59" // 28 -2 64 ?? distance 90 speed 160 wait -1 disableshadows 1 forceclosed 1 spawnflags 128 noise1 shadows/mystery_open.mp3 // open sound startclosesound misc/null.wav closesound doors\door_metal_medium_close1.wav mins "-2 -2 -2" maxs "2 2 2" } trigger_multiple { origin "0 0 50" targetname dumpster_msg3 parentname dumpster_prop3 filtername filter_redteam spawnflags 1 mins "-72 -74 -64" maxs "40 74 96" } light_dynamic { origin "0 0 20" targetname dumpster_light3 parentname dumpster_prop3 _light "255 200 0 275" distance 75 brightness 10 spawnflags 1 } info_particle_system { origin "0 0 0" effect_name utaunt_beams_yellow targetname dumpster_particles3 parentname dumpster_prop3 } prop_dynamic { targetname dumpster_weapon3 parentname dumpster_train3 model "models\weapons\w_models\w_medigun.mdl" solid 0 } path_track { origin "-4 0 20" targetname dumpster_track13 parentname dumpster_prop3 target dumpster_track23 OnPass "dumpster_train3,Stop,,0,-1" } path_track { origin "-4 0 64" targetname dumpster_track23 parentname dumpster_prop3 target dumpster_track13 OnPass "dumpster_train3,Stop,,0,-1" } func_tracktrain { targetname dumpster_train3 parentname dumpster_prop3 target dumpster_track13 orientationtype 0 velocitytype 2 solid 0 speed 0 startspeed 90 mins "-4 -4 -4" maxs "4 4 4" angles "90 0 90" spawnflags 8 } ambient_generic { health 10 message "shadows\mystery_jingle.mp3" radius 11000 spawnflags 48 targetname dumpster_jingle3 parentname dumpster_prop3 } ambient_generic { health 10 message "misc/halloween/merasmus_appear.wav" radius 11000 spawnflags 48 targetname dumpster_appear3 parentname dumpster_prop3 } ambient_generic { health 10 message "misc/halloween/merasmus_disappear.wav" radius 11000 spawnflags 48 targetname dumpster_disappear3 parentname dumpster_prop3 } } DumpsterBoxRewrite4 { NoFixup 1 prop_dynamic { origin "0 0 104" angles "90 0 180" disableshadows 0 model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl" solid 0 startdisabled 1 modelscale 3 targetname dumpster_dudprop4 parentname dumpster_prop4 } info_particle_system { origin "0 0 24" effect_name eyeboss_tp_vortex targetname dumpster_warp_eff4 parentname dumpster_prop4 } info_particle_system { origin "0 0 24" effect_name teleporter_mvm_bot_persist targetname dumpster_warp_beam4 parentname dumpster_prop4 } trigger_push // push people away so they don't get stuck { origin "0 0 0" pushdir "0 180 0" spawnflags 1 speed 512 targetname dumpster_push4 mins "-32 -66 -16" maxs "12 66 64" } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_body.mdl" solid 6 skin 2 targetname dumpster_prop4 } prop_dynamic { targetname dumpster_lid4 angles "0 0 0" origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_lid.mdl" solid 0 skin 2 parentname dumpster_rotdoor4 } func_door_rotating // open up! { targetname dumpster_rotdoor4 parentname dumpster_prop4 origin "-24 -24 59" // 28 -2 64 ?? angles "0 0 0" distance 90 speed 160 wait -1 disableshadows 1 forceclosed 1 spawnflags 128 noise1 shadows/mystery_open.mp3 // open sound startclosesound misc/null.wav closesound doors\door_metal_medium_close1.wav mins "-2 -2 -2" maxs "2 2 2" } trigger_multiple { origin "0 0 50" targetname dumpster_msg4 parentname dumpster_prop4 filtername filter_redteam spawnflags 1 mins "-72 -74 -64" maxs "40 74 96" } light_dynamic { origin "0 0 20" targetname dumpster_light4 parentname dumpster_prop4 _light "255 200 0 275" distance 75 brightness 10 spawnflags 1 } info_particle_system { origin "0 0 0" effect_name utaunt_beams_yellow targetname dumpster_particles4 parentname dumpster_prop4 } prop_dynamic { targetname dumpster_weapon4 parentname dumpster_train4 model "models\weapons\w_models\w_medigun.mdl" solid 0 } path_track { origin "-4 0 20" targetname dumpster_track14 parentname dumpster_prop4 target dumpster_track24 OnPass "dumpster_train4,Stop,,0,-1" } path_track { origin "-4 0 64" targetname dumpster_track24 parentname dumpster_prop4 target dumpster_track14 OnPass "dumpster_train4,Stop,,0,-1" } func_tracktrain { targetname dumpster_train4 parentname dumpster_prop4 target dumpster_track14 orientationtype 0 velocitytype 2 solid 0 speed 0 startspeed 90 mins "-4 -4 -4" maxs "4 4 4" angles "90 0 90" spawnflags 8 } ambient_generic { health 10 message "shadows\mystery_jingle.mp3" radius 11000 spawnflags 48 targetname dumpster_jingle4 parentname dumpster_prop4 } ambient_generic { health 10 message "misc/halloween/merasmus_appear.wav" radius 11000 spawnflags 48 targetname dumpster_appear4 parentname dumpster_prop4 } ambient_generic { health 10 message "misc/halloween/merasmus_disappear.wav" radius 11000 spawnflags 48 targetname dumpster_disappear4 parentname dumpster_prop4 } } DumpsterBoxRewrite5 { NoFixup 1 prop_dynamic { origin "0 0 104" angles "90 0 180" disableshadows 0 model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl" solid 0 startdisabled 1 modelscale 3 targetname dumpster_dudprop5 parentname dumpster_prop5 } info_particle_system { origin "0 0 24" effect_name eyeboss_tp_vortex targetname dumpster_warp_eff5 parentname dumpster_prop5 } info_particle_system { origin "0 0 24" effect_name teleporter_mvm_bot_persist targetname dumpster_warp_beam5 parentname dumpster_prop5 } trigger_push // push people away so they don't get stuck { origin "0 0 0" pushdir "0 180 0" spawnflags 1 speed 512 targetname dumpster_push5 mins "-32 -66 -16" maxs "12 66 64" } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_body.mdl" solid 6 skin 2 targetname dumpster_prop5 } prop_dynamic { targetname dumpster_lid5 origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_lid.mdl" solid 0 skin 2 parentname dumpster_rotdoor5 } func_door_rotating // open up! { targetname dumpster_rotdoor5 parentname dumpster_prop5 origin "24 -24 59" // 28 -2 64 ?? distance 90 speed 160 wait -1 disableshadows 1 forceclosed 1 spawnflags 128 noise1 shadows/mystery_open.mp3 // open sound startclosesound misc/null.wav closesound doors\door_metal_medium_close1.wav mins "-2 -2 -2" maxs "2 2 2" } trigger_multiple { origin "0 0 50" targetname dumpster_msg5 parentname dumpster_prop5 filtername filter_redteam spawnflags 1 mins "-72 -74 -64" maxs "40 74 96" } light_dynamic { origin "0 0 20" targetname dumpster_light5 parentname dumpster_prop5 _light "255 200 0 275" distance 75 brightness 10 spawnflags 1 } info_particle_system { origin "0 0 0" effect_name utaunt_beams_yellow targetname dumpster_particles5 parentname dumpster_prop5 } prop_dynamic { targetname dumpster_weapon5 parentname dumpster_train5 model "models\weapons\w_models\w_medigun.mdl" solid 0 } path_track { origin "-4 0 20" targetname dumpster_track15 parentname dumpster_prop5 target dumpster_track25 OnPass "dumpster_train5,Stop,,0,-1" } path_track { origin "-4 0 64" targetname dumpster_track25 parentname dumpster_prop5 target dumpster_track15 OnPass "dumpster_train5,Stop,,0,-1" } func_tracktrain { targetname dumpster_train5 parentname dumpster_prop5 target dumpster_track15 orientationtype 0 velocitytype 2 solid 0 speed 0 startspeed 90 mins "-4 -4 -4" maxs "4 4 4" angles "90 0 90" spawnflags 8 } ambient_generic { health 10 message "shadows\mystery_jingle.mp3" radius 11000 spawnflags 48 targetname dumpster_jingle5 parentname dumpster_prop5 } ambient_generic { health 10 message "misc/halloween/merasmus_appear.wav" radius 11000 spawnflags 48 targetname dumpster_appear5 parentname dumpster_prop5 } ambient_generic { health 10 message "misc/halloween/merasmus_disappear.wav" radius 11000 spawnflags 48 targetname dumpster_disappear5 parentname dumpster_prop5 } } DumpsterBox // check out this gun I found in the dumpster { NoFixup 1 OnSpawnOutput { Target dumpster_warp_roulette Action PickRandomShuffle } $filter_sendprop { targetname filter_dumpstermoney $name m_nCurrency negated 0 $value 950 $compare "greater than or equal" OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" // testing } filter_multi { targetname filter_dumpstermulti filtertype 0 negated 0 filter01 filter_dumpstermoney filter02 filter_melee OnFail "!activator,$PlaySoundToSelf,buttons/button8.wav,0,-1" } filter_damage_type // OOPS THIS KILLS THE SERVER { targetname filter_melee negated 0 damagetype 134221952 // what the fuck is this number??? } info_particle_system { origin "0 0 24" effect_name eyeboss_tp_vortex targetname dumpster_warp_eff parentname dumpster_prop } info_particle_system { origin "0 0 24" effect_name teleporter_mvm_bot_persist targetname dumpster_warp_beam parentname dumpster_prop } trigger_multiple { origin "0 0 50" targetname dumpster_msg parentname dumpster_prop filtername filter_redteam spawnflags 1 mins "-64 -64 -64" maxs "96 96 96" OnStartTouchAll "!activator,$DisplayTextCenter,Hold Action key (Default H) to receive a weapon for $950,0,-1" } trigger_push // push people away so they don't get stuck { origin "0 0 0" pushdir "0 0 0" spawnflags 1 speed 512 StartDisabled 0 targetname dumpster_push mins "-12 -64 -16" maxs "12 64 16" } logic_relay // you got the dud! { targetname dumpster_dud OnTrigger "!activator,$AddCurrency,950,-1" OnTrigger "player,$PlaySoundToSelf,misc/happy_birthday_tf_10.wav,,0,-1" OnTrigger "dumpsterbutton,Lock,,0,-1" OnTrigger "dumpster_dudprop,Enable,,0,-1" OnTrigger "player,$PlaySoundToSelf,shadows/powerup_dud_03.mp3,1,-1" OnTrigger "dumpster_warp_eff,Start,,3,-1" OnTrigger "dumpster_warp_beam,Stop,,3,-1" OnTrigger "player,$PlaySoundToSelf,misc/halloween/merasmus_disappear.wav,3,-1" OnTrigger "dumpster_tele_out,Teleport,,4,-1" OnTrigger "dumpster_warp_eff,Stop,,4.2,-1" OnTrigger "dumpster_dudprop,Disable,,8,-1" OnTrigger "dumpster_prop,AddOutput,solid 0,9,-1" OnTrigger "dumpster_push,Enable,,24,-1" OnTrigger "dumpster_warp_roulette,PickRandomShuffle,,25,-1" OnTrigger "dumpster_warp_eff,Start,,25,-1" OnTrigger "dumpsterbutton,Unlock,,26,-1" OnTrigger "dumpster_push,Disable,,26,-1" OnTrigger "dumpster_prop,AddOutput,solid 6,26,-1" OnTrigger "player,$PlaySoundToSelf,misc/halloween/merasmus_appear.wav,26,-1" OnTrigger "dumpster_warp_eff,Stop,,27.2,-1" } logic_case { targetname dumpster_warp_roulette OnCase01 "dumpster_tele_1,Teleport,,-1" OnCase01 "dumpster_warp_beam,Start,,-1" OnCase02 "dumpster_tele_2,Teleport,,-1" OnCase02 "dumpster_warp_beam,Start,,-1" OnCase03 "dumpster_tele_3,Teleport,,-1" OnCase03 "dumpster_warp_beam,Start,,-1" OnCase04 "dumpster_tele_4,Teleport,,-1" OnCase04 "dumpster_warp_beam,Start,,-1" OnCase05 "dumpster_tele_5,Teleport,,-1" OnCase05 "dumpster_warp_beam,Start,,-1" } point_teleport { targetname dumpster_tele_out target dumpster_prop origin "-512 -25 -1008" angles "0 0 0" } point_teleport { targetname dumpster_tele_1 target dumpster_prop origin "7467 -3528 -4920" angles "0 0 0" } point_teleport { targetname dumpster_tele_2 target dumpster_prop origin "5143 -1220 -3392" angles "0 90 0" } point_teleport { targetname dumpster_tele_3 target dumpster_prop origin "191 1024 -4928" angles "0 0 0" } point_teleport { targetname dumpster_tele_4 target dumpster_prop origin "-6431 -4451 -4928" angles "0 180 0" } point_teleport { targetname dumpster_tele_5 target dumpster_prop origin "-6458 1260 -4928" angles "0 0 0" } logic_case { targetname dumpster_case Case01 1 // scout Case02 2 // sniper Case03 3 // soldier Case04 4 // demo Case05 5 // medic Case06 6 // heavy Case07 7 // pyro Case08 8 // spy Case09 9 // engineer OnCase01 "dumpster_picker_scout,PickRandom,,2.5,-1" OnCase02 "dumpster_picker_sniper,PickRandom,,2.5,-1" OnCase03 "dumpster_picker_soldier,PickRandom,,2.5,-1" OnCase04 "dumpster_picker_demo,PickRandom,,2.5,-1" OnCase05 "dumpster_picker_medic,PickRandom,,2.5,-1" OnCase06 "dumpster_picker_heavy,PickRandom,,2.5,-1" OnCase07 "dumpster_picker_pyro,PickRandom,,2.5,-1" OnCase08 "dumpster_picker_spy,PickRandom,,2.5,-1" OnCase09 "dumpster_picker_engie,PickRandom,,2.5,-1" } prop_dynamic { origin "0 0 104" angles "90 0 180" disableshadows 0 model "models/workshop/player/items/all_class/mvm_memes_player/mvm_memes_player_heavy.mdl" solid 0 startdisabled 1 modelscale 3 targetname dumpster_dudprop parentname dumpster_prop } //training_annotation //{ // "targetname" "dumpster_hint" // "display_text" "Follow the beam of light to find the Weapons Dumpster!" // "lifetime" "5" // "origin" "0 0 256" //parentname dumpster_prop //} prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_body.mdl" solid 6 skin 2 targetname dumpster_prop lightingorigin bombpath_arrows_void } light_dynamic { "_light" "255 249 234 275" distance "512" brightness "1" origin "0 0 36" parentname dumpster_prop } prop_dynamic { origin "0 0 0" disableshadows 0 model "models/props_construction/dumpster_lid.mdl" solid 0 skin 2 parentname dumpster_rotdoor lightingorigin bombpath_arrows_void } func_door_rotating // open up! { targetname dumpster_rotdoor parentname dumpster_prop origin "28 -24 60" // 28 -2 64 ?? distance 90 speed 160 wait 5 disableshadows 1 forceclosed 1 spawnflags 128 noise1 shadows/mystery_open.mp3 // open sound startclosesound misc/null.wav closesound doors\door_metal_medium_close1.wav mins "-2 -2 -2" maxs "2 2 2" } func_button // check player's class when they pass dumpster check { origin "-32 -0 24" targetname dumpsterbutton parentname dumpster_prop damagefilter filter_dumpstermulti rendermode 10 movedir "0 180 0" spawnflags 513 speed 5 wait 3 sounds 3 mins "-4 -44 -20" maxs "4 44 20" OnPressed "!activator,$PlaySoundToSelf,shadows/mystery_noise.mp3,0,-1" OnPressed "!activator,$RemoveCurrency,950,-1" // testing OnPressed "dumpster_rotdoor,Open,,0,-1" OnPressed "dumpster_case,InValue,$$=!activator.m_iClass,,-1" OnPressed "dumpster_rotdoor,Close,,3.4,-1" } logic_case // test roulette { targetname dumpster_picker_scout OnCase01 "!activator,$AwardAndGiveExtraItem,The Shortstop,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Shortstop!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,The Shortstop,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Shortstop!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,The Force-a-Nature,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Force-a-Nature!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,The Force-a-Nature,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Force-a-Nature!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Scattergun,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Scattergun,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,Tomislav,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Tomislav!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,Tomislav,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: The Tomislav!,0,-1" OnCase13 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1" OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase13 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1" OnCase14 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1" OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase14 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1" OnCase15 "!activator,$AwardAndGiveExtraItem,Nail Gun,-1" OnCase15 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase15 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase15 "!activator,$DisplayTextChat,You've received: Nail Gun!,0,-1" OnCase16 "!activator,$AwardAndGiveExtraItem,Nail Gun,-1" OnCase16 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase16 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase16 "!activator,$DisplayTextChat,You've received: Nail Gun!,0,-1" OnCase17 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1" OnCase17 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase17 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase17 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1" OnCase18 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1" OnCase18 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase18 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase18 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1" OnCase19 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase19 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase19 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase19 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase20 "!activator,$AwardAndGiveExtraItem,Baby Face's Blaster 2012,-1" OnCase20 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase20 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase20 "!activator,$DisplayTextChat,You've received: Baby Face's Blaster 2012!,0,-1" OnCase21 "dumpster_dud,Trigger,-1" } logic_case // test roulette { targetname dumpster_picker_sniper OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The Scattergun,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The Scattergun,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,The Crusader's Crossbow,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Crusader's Crossbow!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,The Crusader's Crossbow,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Crusader's Crossbow!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Rescue Ranger,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Rescue Ranger!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,AK-47,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: AK-47!,0,-1" OnCase13 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase13 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase14 "!activator,$AwardAndGiveExtraItem,Beam Rifle,-1" OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase14 "!activator,$DisplayTextChat,You've received: The Beam Rifle!,0,-1" OnCase15 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1" OnCase15 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase15 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase15 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1" OnCase16 "!activator,$AwardAndGiveExtraItem,The Cleaner's Carbine,-1" OnCase16 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase16 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase16 "!activator,$DisplayTextChat,You've received: The Cleaner's Carbine!,0,-1" OnCase17 "dumpster_dud,Trigger,-1" } logic_case // test roulette { targetname dumpster_picker_soldier OnCase01 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,Tactigatling,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Tactigatling!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,Beam Rifle,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Beam Rifle!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,The Cleaner's Carbine,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Cleaner's Carbine!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,The Cleaner's Carbine,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Cleaner's Carbine!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_ROCKETLAUNCHER,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Rocket Launcher!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Black Box,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Black Box!,0,-1" OnCase12 "tgun_check,Test,,-1" OnCase13 "dumpster_dud,Trigger,-1" } logic_case { targetname dumpster_picker_demo OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PYRO,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PIPEBOMBLAUNCHER,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Stickybomb Launcher!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,The Iron Bomber,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Iron Bomber!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,The Iron Bomber,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Iron Bomber!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Chargin' Targe,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Chargin' Targe!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,Tactigatling,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: The Tactigatling!,0,-1" OnCase13 "!activator,$AwardAndGiveExtraItem,Beam Rifle,-1" OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase13 "!activator,$DisplayTextChat,You've received: The Beam Rifle!,0,-1" OnCase14 "!activator,$AwardAndGiveExtraItem,The Grenade Launcher,-1" OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase14 "!activator,$DisplayTextChat,You've received: The Grenade Launcher!,0,-1" OnCase15 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase15 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase15 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase15 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase16 "dumpster_dud,Trigger,-1" } logic_case // give medic some 'class-specific' shit because of medigun { targetname dumpster_picker_medic OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Scattergun!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Scattergun!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,Primary SMG,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,Primary SMG,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,The Crusader's Crossbow,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Crusader's Crossbow!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,The Crusader's Crossbow,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Crusader's Crossbow!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Black Box,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Black Box!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,Das Maschinenpistole,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: Das Maschinenpistole!,0,-1" OnCase13 "dumpster_dud,Trigger,-1" } logic_case { targetname dumpster_picker_heavy OnCase01 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_MINIGUN,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Minigun!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_MINIGUN,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Minigun!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,Tomislav,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Tomislav!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,Tomislav,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Tomislav!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,Chainsaw,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: Chainsaw!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase13 "!activator,$AwardAndGiveExtraItem,Beam Rifle,-1" OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase13 "!activator,$DisplayTextChat,You've received: The Beam Rifle!,0,-1" OnCase14 "!activator,$AwardAndGiveExtraItem,Tactigatling,-1" OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase14 "!activator,$DisplayTextChat,You've received: The Tactigatling!,0,-1" OnCase15 "tgun_check,Test,,-1" OnCase16 "dumpster_dud,Trigger,-1" } logic_case { targetname dumpster_picker_pyro OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_FLAMETHROWER,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The Flamethrower!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,Double Barrel,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The Double Barrel!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,The Dragon's Fury,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Dragon's Fury!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,The Dragon's Fury,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Dragon's Fury!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_MINIGUN,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Minigun!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_MINIGUN,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Minigun!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Iron Bomber,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Iron Bomber!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,The Iron Bomber,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: The Iron Bomber!,0,-1" OnCase13 "!activator,$AwardAndGiveExtraItem,The Detonator,-1" OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase13 "!activator,$DisplayTextChat,You've received: The Detonator!,0,-1" OnCase14 "!activator,$AwardAndGiveExtraItem,The Detonator,-1" OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase14 "!activator,$DisplayTextChat,You've received: The Detonator!,0,-1" OnCase15 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase15 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase15 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase15 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase16 "!activator,$AwardAndGiveExtraItem,Tactigatling,-1" OnCase16 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase16 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase16 "!activator,$DisplayTextChat,You've received: The Tactigatling!,0,-1" OnCase17 "tgun_check,Test,,-1" OnCase18 "dumpster_dud,Trigger,-1" } logic_case // has least amount of things due to how utterly SCUFFED spy is { targetname dumpster_picker_spy OnCase01 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,Primary Ambassador,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Ambassador!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,Primary Ambassador,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Ambassador!,0,-1" //OnCase07 "!activator,$AwardAndGiveExtraItem,Big Iron,-1" //OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" //OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" //OnCase07 "!activator,$DisplayTextChat,You've received: The Big Iron!,0,-1" //OnCase08 "!activator,$AwardAndGiveExtraItem,Big Iron,-1" //OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" //OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" //OnCase08 "!activator,$DisplayTextChat,You've received: The Big Iron!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,The Shortstop,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Shortstop!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,The Shortstop,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Shortstop!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,The Winger,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Winger!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,The Winger,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Winger!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1" OnCase13 "!activator,$AwardAndGiveExtraItem,Injuste,-1" OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase13 "!activator,$DisplayTextChat,You've received: Injuste!,0,-1" OnCase14 "!activator,$AwardAndGiveExtraItem,The Ray Gun,-1" OnCase14 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase14 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase14 "!activator,$DisplayTextChat,You've received: The Ray Gun!,0,-1" OnCase15 "dumpster_dud,Trigger,-1" } logic_case // test roulette { targetname dumpster_picker_engie OnCase01 "!activator,$AwardAndGiveExtraItem,The B.M.M.H,-1" OnCase01 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase01 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase01 "!activator,$DisplayTextChat,You've received: The B.M.M.H!,0,-1" OnCase02 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase02 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase02 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase02 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase03 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SMG,-1" OnCase03 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase03 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase03 "!activator,$DisplayTextChat,You've received: The SMG!,0,-1" OnCase04 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PRIMARY,-1" OnCase04 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase04 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase04 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase05 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SCATTERGUN,-1" OnCase05 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase05 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase05 "!activator,$DisplayTextChat,You've received: The Scattergun!,0,-1" OnCase06 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_SHOTGUN_PRIMARY,-1" OnCase06 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase06 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase06 "!activator,$DisplayTextChat,You've received: The Shotgun!,0,-1" OnCase07 "!activator,$AwardAndGiveExtraItem,The Nostromo Napalmer,-1" OnCase07 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase07 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase07 "!activator,$DisplayTextChat,You've received: The Nostromo Napalmer!,0,-1" OnCase08 "!activator,$AwardAndGiveExtraItem,The Nostromo Napalmer,-1" OnCase08 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase08 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase08 "!activator,$DisplayTextChat,You've received: The Nostromo Napalmer!,0,-1" OnCase09 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1" OnCase09 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase09 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase09 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1" OnCase10 "!activator,$AwardAndGiveExtraItem,TF_WEAPON_PISTOL,-1" OnCase10 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase10 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_COMMON,0.6,-1" OnCase10 "!activator,$DisplayTextChat,You've received: The Pistol!,0,-1" OnCase11 "!activator,$AwardAndGiveExtraItem,The Rescue Ranger,-1" OnCase11 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase11 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase11 "!activator,$DisplayTextChat,You've received: The Rescue Ranger!,0,-1" OnCase12 "!activator,$AwardAndGiveExtraItem,The Rescue Ranger,-1" OnCase12 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase12 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase12 "!activator,$DisplayTextChat,You've received: The Rescue Ranger!,0,-1" OnCase13 "!activator,$AwardAndGiveExtraItem,The Punch Packer,-1" OnCase13 "!activator,$PlaySoundToSelf,items/gunpickup2.wav,-1" OnCase13 "!activator,SpeakResponseConcept,TLK_MVM_LOOT_RARE,0.6,-1" OnCase13 "!activator,$DisplayTextChat,You've received: The Punch Packer!,0,-1" OnCase14 "dumpster_dud,Trigger,-1" } } TankTeleport { NoFixup 1 trigger_teleport { targetname tank_warper spawnflags 1 target tank_spawnroulette filtername filter_tank "mins" "-9999 -9999 -9999" "maxs" "9999 9999 9999" } trigger_multiple { targetname tank_spawnroulette spawnflags 1 filtername filter_tank origin "-2168 40 13604" "mins" "-24 -24 -36" "maxs" "24 24 36" OnStartTouchAll "tank_spawn_picker,PickRandomShuffle,,-1" } trigger_bot_tag { targetname tank_spawnroulette spawnflags 1 filtername filter_tank tags swooce add 0 // remove swooce so tank can't get warped twice origin "-2168 40 13604" "mins" "-128 -128 -128" "maxs" "128 128 128" } // tank spawn points filter_tf_bot_has_tag { targetname filter_tank require_all_tags 1 tags swooce Negated "Allow entities that match criteria" } point_teleport { targetname tank_spawn_01 target !activator origin "6548 -5013 -4904" } info_particle_system // spawnpoint's particle effect { targetname tank_spawn_01_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "6548 -5013 -4904" } info_particle_system // spawnpoint's particle effect { targetname tank_spawn_01_eff2 effect_name utaunt_lightning_bolt origin "6548 -5013 -4904" } point_teleport { targetname tank_spawn_02 target !activator origin "4131 -3420 -4904" } info_particle_system { targetname tank_spawn_02_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "4131 -3420 -4904" } info_particle_system { targetname tank_spawn_02_eff2 effect_name utaunt_lightning_bolt origin "4131 -3420 -4904" } point_teleport { targetname tank_spawn_03 target !activator origin "-2052 -1433 -4904" } info_particle_system { targetname tank_spawn_03_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "-2052 -1433 -4904" } info_particle_system { targetname tank_spawn_03_eff2 effect_name utaunt_lightning_bolt origin "-2052 -1433 -4904" } point_teleport { targetname tank_spawn_04 target !activator origin "-4128 -7587 -4904" } info_particle_system { targetname tank_spawn_04_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "-4128 -7587 -4904" } info_particle_system { targetname tank_spawn_04_eff2 effect_name utaunt_lightning_bolt origin "-4128 -7587 -4904" } point_teleport { targetname tank_spawn_05 target !activator origin "-7278 -7708 -4904" } info_particle_system { targetname tank_spawn_05_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "-7278 -7708 -4904" } info_particle_system { targetname tank_spawn_05_eff2 effect_name utaunt_lightning_bolt origin "-7278 -7708 -4904" } point_teleport { targetname tank_spawn_06 target !activator origin "-7834 -2436 -4904" } info_particle_system { targetname tank_spawn_06_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "-7834 -2436 -4904" } info_particle_system { targetname tank_spawn_06_eff2 effect_name utaunt_lightning_bolt origin "-7834 -2436 -4904" } point_teleport { targetname tank_spawn_07 target !activator origin "-5897 3213 -4904" } info_particle_system { targetname tank_spawn_07_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "-5897 3213 -4904" } info_particle_system { targetname tank_spawn_07_eff2 effect_name utaunt_lightning_bolt origin "-5897 3213 -4904" } point_teleport { targetname tank_spawn_08 target !activator origin "-819 3183 -4904" } info_particle_system { targetname tank_spawn_08_eff1 effect_name utaunt_electricity_cloud_parent_WB origin "-819 3183 -4904" } info_particle_system { targetname tank_spawn_08_eff2 effect_name utaunt_lightning_bolt origin "-819 3183 -4904" } logic_case { targetname tank_spawn_picker "OnCase01" "tank_spawn_01_eff1,Start,,-1" "OnCase01" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase01" "tank_spawn_01_eff2,Start,,1.75,-1" "OnCase01" "tank_spawn_01,Teleport,,1.75,-1" "OnCase01" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase01" "tank_spawn_01_eff1,Stop,,1.8,-1" "OnCase01" "tank_spawn_01_eff2,Stop,,2,-1" "OnCase02" "tank_spawn_02_eff1,Start,,-1" "OnCase02" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase02" "tank_spawn_02_eff2,Start,,1.75,-1" "OnCase02" "tank_spawn_02,Teleport,,1.75,-1" "OnCase02" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase02" "tank_spawn_02_eff1,Stop,,1.8,-1" "OnCase02" "tank_spawn_02_eff2,Stop,,2,-1" "OnCase03" "tank_spawn_03_eff1,Start,,-1" "OnCase03" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase03" "tank_spawn_03_eff2,Start,,1.75,-1" "OnCase03" "tank_spawn_03,Teleport,,1.75,-1" "OnCase03" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase03" "tank_spawn_03_eff1,Stop,,1.8,-1" "OnCase03" "tank_spawn_03_eff2,Stop,,2,-1" "OnCase04" "tank_spawn_04_eff1,Start,,-1" "OnCase04" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase04" "tank_spawn_04_eff2,Start,,1.75,-1" "OnCase04" "tank_spawn_04,Teleport,,1.75,-1" "OnCase04" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase04" "tank_spawn_04_eff1,Stop,,1.8,-1" "OnCase04" "tank_spawn_04_eff2,Stop,,2,-1" "OnCase05" "tank_spawn_05_eff1,Start,,-1" "OnCase05" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase05" "tank_spawn_05_eff2,Start,,1.75,-1" "OnCase05" "tank_spawn_05,Teleport,,1.75,-1" "OnCase05" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase05" "tank_spawn_05_eff1,Stop,,1.8,-1" "OnCase05" "tank_spawn_05_eff2,Stop,,2,-1" "OnCase06" "tank_spawn_06_eff1,Start,,-1" "OnCase06" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase06" "tank_spawn_06_eff2,Start,,1.75,-1" "OnCase06" "tank_spawn_06,Teleport,,1.75,-1" "OnCase06" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase06" "tank_spawn_06_eff1,Stop,,1.8,-1" "OnCase06" "tank_spawn_06_eff2,Stop,,2,-1" "OnCase07" "tank_spawn_07_eff1,Start,,-1" "OnCase07" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase07" "tank_spawn_07_eff2,Start,,1.75,-1" "OnCase07" "tank_spawn_07,Teleport,,1.75,-1" "OnCase07" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase07" "tank_spawn_07_eff1,Stop,,1.8,-1" "OnCase07" "tank_spawn_07_eff2,Stop,,2,-1" "OnCase08" "tank_spawn_08_eff1,Start,,-1" "OnCase08" "player,$PlaySoundToSelf,misc/halloween_eyeball/book_spawn.wav,,-1" "OnCase08" "tank_spawn_08_eff2,Start,,1.75,-1" "OnCase08" "tank_spawn_08,Teleport,,1.75,-1" "OnCase08" "player,$PlaySoundToSelf,ambient/halloween/thunder_04.wav,1.75,-1" "OnCase08" "tank_spawn_08_eff1,Stop,,1.8,-1" "OnCase08" "tank_spawn_08_eff2,Stop,,2,-1" } } Camera_Crew_Death // roll the cameras when the players die { NoFixup 1 point_viewcontrol { angles "11 21 0" origin "5883 -5465 -4169" acceleration 0 deceleration 0 spawnflags 0 targetname camera_gameover_1 parentname camera_spin wait 5 interpolatepositiontoplayer 0 speed 0 } func_rotating { spawnflags 64 maxspeed 1 solidbsp 0 rendermode 10 targetname camera_spin origin "2948 924 518" } game_text { "targetname" "gameovertext" "color" "222 222 222" "color2" "240 110 0" // scan color "fxtime" "8" // how "holdtime" "30" "spawnflags" "1" "channel" 4 "effect" 2 "x" "0.4" "y" "0.37" } logic_case { "targetname" "gameoverformat" "case16" "You survived % waves" // who knows, maybe this is how it works "ondefault" "gameovertext,$setkey$message,,0,-1" "ondefault" "gameovertext,display,0,0,-1" } point_viewcontrol { angles "19 133 0" origin "-2724 -6735 -3730" acceleration 0 deceleration 0 spawnflags 0 targetname camera_gameover_2 wait 5 parentname camera_spin_2 interpolatepositiontoplayer 0 speed 0 } func_rotating { spawnflags 66 maxspeed 1 solidbsp 0 rendermode 10 targetname camera_spin_2 origin "-2349 1008 479" } env_fade // make the transition less abrupt { targetname fade_out duration 2 holdtime 0.5 rendercolor "0 0 0" // 100% black } env_fade { targetname fade_in duration 2 holdtime 0.5 spawnflags 1 rendercolor "0 0 0" } point_populator_interface { targetname populator } logic_relay { targetname gameover startdisabled 1 // stop going off too early // "OnTrigger" "roundtext,AddOutput,color 0 0 0:3:-1" "OnTrigger" "stopmusic,Trigger,,0,-1" "OnTrigger" "youwin,Disable,,1.5,-1" "OnTrigger" "LMA,Disable,,3,-1" "OnTrigger" "populator,PauseBotSpawning,,3,-1" "OnTrigger" "player,$PlaySequence,victory,3,-1" "OnTrigger" "bossstage_start,CancelPending,,3,-1" "OnTrigger" "bossstage_start_tread,CancelPending,,3,-1" "OnTrigger" "bossstage_start_finale,CancelPending,,3,-1" "OnTrigger" "stage_clear_finale,CancelPending,,3,-1" "OnTrigger" "stage_clear,CancelPending,,3,-1" "OnTrigger" "player,$DisplayTextCenter,Game over,3,-1" "OnTrigger" "roundformat,FireUser2,,3,-1" "OnTrigger" "realtimer,FireUser2,,3,-1" "OnTrigger" "realtimer,FireUser2,,3.7,-1" //"OnTrigger" "fail_snd,PlaySound,,3,-1" "OnTrigger" "fade_out,Fade,,6,-1" "OnTrigger" "camera_gameover_1,$EnableAll,,8,-1" "OnTrigger" "entity_revive_marker,Kill,,8,-1" "OnTrigger" "camera_spin,start,,8,-1" "OnTrigger" "player,$PlaySequence,victoryb,8,-1" "OnTrigger" "fade_in,Fade,,8,-1" "OnTrigger" "fade_out,Fade,,13,-1" "OnTrigger" "camera_spin,stop,,15,-1" "OnTrigger" "camera_gameover_2,$EnableAll,,15,-1" "OnTrigger" "camera_spin_2,start,,15,-1" "OnTrigger" "player,$PlaySequence,victory,15,-1" "OnTrigger" "fade_in,Fade,,15,-1" "OnTrigger" "bots_win,RoundWin,,18.5,-1" } logic_relay { targetname youwin // "OnTrigger" "roundtext,AddOutput,color 0 0 0:0:-1" "OnTrigger" "stopmusic,Trigger,,0,-1" "OnTrigger" "worldspawn,runscriptcode,SetSkyboxTexture(`sky_black_01`),0,-1" "OnTrigger" "fog_controller,SetStartDist,1,,-1" "OnTrigger" "fog_controller,SetEndDist,5000,,-1" "OnTrigger" "stealthol_overlay,stopoverlays,,5,-1" "OnTrigger" "player,$DisplayTextCenter,Game over,0,-1" "OnTrigger" "gameover,Disable,,-1" "OnTrigger" "roundformat,FireUser2,,0,-1" "OnTrigger" "realtimer,FireUser2,,0,-1" "OnTrigger" "realtimer,FireUser2,,0.7,-1" "OnTrigger" "win_snd,PlaySound,,0,-1" "OnTrigger" "fade_out,Fade,,13,-1" "OnTrigger" "camera_gameover_1,$EnableAll,,15,-1" "OnTrigger" "entity_revive_marker,Kill,,15,-1" "OnTrigger" "camera_spin,start,,15,-1" "OnTrigger" "fade_in,Fade,,15,-1" "OnTrigger" "fade_out,Fade,,20,-1" "OnTrigger" "camera_spin,stop,,22,-1" "OnTrigger" "camera_gameover_2,$EnableAll,,22,-1" "OnTrigger" "camera_spin_2,start,,22,-1" "OnTrigger" "fade_in,Fade,,22,-1" "OnTrigger" "hologram_nuke_hurt,Enable,,25.5,-1" "OnTrigger" "camera_spin_2,stop,,32,-1" } } FrearmPT // bodygroup shit { OnSpawnOutput { Target !activator Action $giveitem Param "Secondary Revolver" } } ThundergunPT { OnSpawnOutput { Target thundergun_effect Action Start } OnSpawnOutput { Target thundergun_hurt Action $SetOwner Param !activator } OnSpawnOutput { Target thundergun* Action Kill Delay 0.35 } info_particle_system { targetname thundergun_effect effect_name utaunt_lightning_bolt angles "0 90 90" } info_particle_system { targetname thundergun_effect effect_name utaunt_lightning_bolt angles "0 65 90" } info_particle_system { targetname thundergun_effect effect_name utaunt_lightning_bolt angles "0 115 90" } trigger_hurt { damage 3000 damagetype 4194304 targetname thundergun_hurt spawnflags 1 nodmgforce 0 filtername filter_notred mins "-128 -48 -24" maxs "128 48 24" } } Thundergun_2PT { OnSpawnOutput { Target thundergun_effect Action Start } OnSpawnOutput { Target thundergun_hurt Action $SetOwner Param !activator } OnSpawnOutput { Target thundergun* Action Kill Delay 0.35 } info_particle_system { targetname thundergun_effect effect_name utaunt_lightning_bolt angles "0 90 90" } info_particle_system { targetname thundergun_effect effect_name utaunt_lightning_bolt angles "0 65 90" } info_particle_system { targetname thundergun_effect effect_name utaunt_lightning_bolt angles "0 115 90" } trigger_hurt { damage 9000 damagetype 4194304 targetname thundergun_hurt spawnflags 1 nodmgforce 0 filtername filter_notred mins "-128 -48 -24" maxs "128 96 24" } } MedicbagPT { dispenser_touch_trigger { spawnflags 1 targetname "medicbag_aoe" origin "0 0 0" mins "-128 -128 -36" maxs "128 128 36" } mapobj_cart_dispenser { spawnflags 12 origin "0 -12 0" targetname medicbag_dispbeam TeamNum 2 touch_trigger medicbag_aoe } trigger_multiple { spawnflags 1 filtername filter_notred origin "0 0 0" mins "-128 -128 -36" maxs "128 128 36" OnStartTouchAll "medicbag_aoe,Disable,,-1" OnEndTouchAll "medicbag_aoe,Enable,,3,-1" } } } PlayerItemEquipSpawnTemplate { Name FreelanceMercenary_Logic ItemName "Freelance Mercenary" } PlayerItemEquipSpawnTemplate { Name "health_pack_env_1" ItemName "Health Pack Launcher" } PlayerItemEquipSpawnTemplate { Name "health_pack_env_2" ItemName "Health Pack Launcher MKII" } PlayerItemEquipSpawnTemplate { Name "ammo_box_env_1" ItemName "Ammo Box Launcher" } PlayerItemEquipSpawnTemplate { Name "ammo_box_env_2" ItemName "Ammo Box Launcher MKII" } PlayerItemEquipSpawnTemplate { Name "RotateShield" ItemName "Vanguard Minigun" } PlayerItemEquipSpawnTemplate { Name "M16A1Reminder" ItemName "M16A1" } PlayerItemEquipSpawnTemplate { Name "M16A2Reminder" ItemName "M16A2" } PlayerItemEquipSpawnTemplate { Name "AK47Reminder" ItemName "AK-47" } PlayerItemEquipSpawnTemplate { Name "SM2Reminder" ItemName "The Airblaster" } PlayerItemEquipSpawnTemplate { Name "BongReminder" ItemName "Bong! Atomic Punch" } PlayerItemEquipSpawnTemplate { Name "DroneMini" ItemName "The Gunslinger" } PlayerItemEquipSpawnTemplate { Name Goggles_Spawn ItemName "Blue Goggles" } PlayerItemEquipSpawnTemplate { Name SafetyPrec_Spawn ItemName "Safety Precaution" } PlayerItemEquipSpawnTemplate { Name Ali_Spawn ItemName "Ali Baba's Wee Booties (Soldier)" } PlayerItemEquipSpawnTemplate { Name SharpShooterSet ItemName "The Sharp Shooter" } PointTemplates { OnSentryBuild { OnSpawnOutput { Target "popscript" Action "$SentrySpawned" Delay 0.01 } } } PlayerShootTemplate { Name health_pack_fake_1 Offset "0 0 -5" AttachToProjectile 1 ItemName "Health Pack Launcher" } PlayerShootTemplate { Name health_pack_fake_2 Offset "0 0 -5" AttachToProjectile 1 ItemName "Health Pack Launcher MKII" } PlayerShootTemplate { Name ammo_box_fake_1 Offset "0 0 -5" AttachToProjectile 1 ItemName "Ammo Box Launcher" } PlayerShootTemplate { Name ammo_box_fake_2 Offset "0 0 -5" AttachToProjectile 1 ItemName "Ammo Box Launcher MKII" } PlayerSpawnTemplate "PlayerTracker" PlayerSpawnTemplate "RedGlow" PlayerSpawnTemplate { Name "spy_reminder" Class Spy } SpawnTemplate "corelogic" SpawnTemplate "Pushblocks" SpawnTemplate "GetOut" SpawnTemplate "stealthol" SpawnTemplate "Music_Loop_Logic" SpawnTemplate "DummyMachines" SpawnTemplate "Spawn_things" SpawnTemplate "PlayersLeftLogic" //SpawnTemplate "vampunlock" SpawnTemplate "BuildingBlocks" //SpawnTemplate "Plate_Big" SpawnTemplate "Camera_Crew_Death" //SpawnTemplate "DumpsterSpawner" SpawnTemplate "RandomMadSciResists" SpawnTemplate "upgradewaypoint" SpawnTemplate "wavecd" SpawnTemplate "RedWin" //SpawnTemplate "UpgradeGlow" SpawnTemplate "filters_mini" SpawnTemplate "spawncontrolpoint" SpawnTemplate { Name "SecretBuildingBlockade" Origin "-7570 -5689 -4137" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksFull" Origin "1185 -3522 -4921" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksFull" Origin "2540 -7664 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksFull" Origin "-5613 -7569 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksFull" Origin "-7225 1248 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksFull" Origin "-939 3047 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksFull" Origin "-534 1509 -4920" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "7826 -4172 -4905" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "7230 -3516 -4917" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "8121 -1844 -4917" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksSmall" Origin "7584 -3596 -4917" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksSmall" Origin "7919 -5507 -4917" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksFull" Origin "8152 -2696 -4917" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "8162 -903 -4917" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "7404 -1302 -4757" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "3948 -7042 -4921" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-1006 -7048 -4921" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksFull" Origin "5383 -6302 -4897" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-4125 -6935 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-7827 -6935 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-7373 -4860 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-5074 -5455 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-4571 -4460 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-4120 -2814 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-4041 -1940 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-2094 -4569 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-4080 2834 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "2041 2655 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "2119 -400 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-1573 -1000 -4921" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-1573 -400 -4921" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "3980 -980 -4921" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "4552 -4487 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "6347 -5427 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "7032 -7105 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "4450 -5428 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "6312 -4537 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "4391 -289 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "7035 -295 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "7506 -863 -4917" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "5543 781 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-7945 2876 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "354 139 -4928" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-7798 -2836 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-4688 343 -4817" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-4280 1915 -4373" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-66 2559 -4928" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-1476 2559 -4928" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-1000 -243 -4928" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "3946 -5379 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "3946 -4595 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "2932 -2943 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "1531 -3660 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "1063 -1918 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "101 -3652 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-209 -4869 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "1107 -5241 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-792 -3206 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksMedium" Origin "-6775 -948 -4604" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksFull" Origin "-2774 -1465 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksFull" Origin "2563 28 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksSmall" Origin "5334 -1223 -3389" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksFull" Origin "-7363 -1116 -4604" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksFull" Origin "-4957 1523 -4709" Angles "0 0 0" } SpawnTemplate { Name "ExtraAmmoPacksSmall" Origin "-3813 -141 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsFull" Origin "-4435 -1133 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsFull" Origin "3100 -4986 -4939" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsFull" Origin "2596 -6006 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsFull" Origin "203 -6796 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "7551 -3260 -4905" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "7919 -5449 -4905" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "737 -2882 -4939" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "-347 -4259 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "-1413 -5058 -4939" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "-865 -5238 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "1797 -2867 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "-629 -2627 -4924" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "7950 -3649 -4733" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "8185 -3468 -4905" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "7463 -4064 -4917" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsFull" Origin "-7303 -1116 -4604" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsFull" Origin "8249 -4600 -4917" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "8217 -2106 -4757" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "8217 -1914 -4757" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "-4316 -5902 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "-159 1449 -4920" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "8415 -1443 -4917" Angles "0 0 0" } //SpawnTemplate //{ // Name "ExtraHealthKitsMedium" // Origin "-807 1087 -4920" // Angles "0 0 0" //} SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "86 2515 -4928" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "-6821 -715 -4604" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "4171 -6771 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "577 -7644 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "-3813 -761 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "-3813 -413 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "6340 -8095 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "4449 -8095 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "-3272 -7481 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "-6842 -7240 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "-3585 -3305 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "-5720 -3414 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "4187 -2722 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsFull" Origin "5759 -3973 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "6625 -907 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "5431 -2990 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "5416 -272 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "6074 -4210 -4925" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsSmall" Origin "5264 -1223 -3389" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "-370 -777 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "-8200 -5051 -4937" Angles "0 0 0" } SpawnTemplate { Name "ExtraHealthKitsMedium" Origin "-4680 514 -4709" Angles "0 0 0" } //PlayerSpawnTemplate //{ // Name MedicbagPT // Class Medic // Bone "prp_backpack" //Player bone where the template would be positioned //} PlayerShootTemplate { Name ThundergunPT // OverrideShoot 1 Offset "36 0 0" ItemName "Thunder Gun" } PlayerShootTemplate { Name Thundergun_2PT // OverrideShoot 1 Offset "36 0 0" ItemName "Zeus Cannon" } Templates { T_Easteregg_Demo { Class Demoman Skill Hard Health 500 DesiredAttackRange 800 AddCond { Name "TF_COND_REPROGRAMMED" } Item "Double Barrel" WeaponSwitch { Type Primary IfHealthAbove 300 } WeaponSwitch { Type Secondary IfHealthBelow 300 } } T_Zombie_Camouflage { Class Spy Skill Expert Health 150 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings DesiredAttackRange 20 ClassIcon spy_facepeel_lite Scale 1.2 NoIdleSound 1 Name Zombie CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "204 0 204" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "BRAINS but sharper" Item "facepeeler" Name "Camouflage Zombie" StripItemSlot 5 VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "voice pitch scale" 0.85 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "cannot disguise" 1 "mult stun resistance" 0 } AddCond { Index 64 Delay 1 Duration -1 } //ChangeAttributes //{ // Delay 300 // Cooldown 0 // Repeats 1 // Name "Attr1" //} //EventChangeAttributes //{ // Attr1 // { // AlwaysGlow 1 // CharacterAttributes // { // "move speed bonus" 3 // "move speed penalty" 16 // "add cond when active" 32 // } // } //} } T_Zombie_MadSci { Class Medic Skill Expert Health 150 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon medic_amputator_vac2_trio Scale 1 NoIdleSound 1 Name Zombie CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "255 0 0" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "BRAINS but visible" Item "Miser's Muttonchops" Item "The Trepanabotomizer" Item "Archimedes the Undying" Name "Mad Scientist" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } FireInput { Target "madsci_resists_roll" Action "PickRandom" Delay 0 Repeats 1 } CharacterAttributes { "cancel falling damage" 1 "voice pitch scale" 0.85 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.01 //"dmg taken mult from special damage type 1" -1 "mod shovel speed boost" 1 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS but visible" "move speed bonus" 2 //"damage bonus HIDDEN" 2.02 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS but visible" "move speed bonus" 3 //"damage bonus HIDDEN" 2.02 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Headless { Class Heavy Skill Expert Health 150 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon scout_cleaver Scale 1.2 NoIdleSound 1 Name Zombie CustomEyeParticle "bot_eye_glow" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "BRAINS but lethal" Item "road block" Item "samson skewer" Name "Headless Zombie" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CustomWeaponModel { Slot 2 Model "models/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver.mdl" } CharacterAttributes { "cancel falling damage" 1 "voice pitch scale" 0.85 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "head scale" 0 "cannot be headshot" 1 "dmg from melee increased" 0.3 "hand scale" 1.25 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "gesture speed increase" 1.5 //"add cond when active" 26 "SET BONUS: dmg from sentry reduced" 0.01 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS but lethal" "move speed bonus" 1.35 //"damage bonus HIDDEN" 6.1538462 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS but lethal" "move speed bonus" 2.7 //"damage bonus HIDDEN" 6.1538462 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Plague { Class Sniper Skill Expert Health 150 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 150 ClassIcon pyro_membrain_lite Scale 1 NoIdleSound 1 Name "Infectious Zombie" Item "The Vicious Visage" Item "The Mucous Membrain" Item "Skinless Slashers" Item "The Biomech Backpack" Item "BRAINS but toxic" //CustomEyeParticle "bot_eye_glow" //CustomEyeGlowColor "255 255 0" DeathSound =80|misc\bonzo_vomit02.wav SpawnTemplate "EnemyTracker" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } ItemAttributes { ItemName "The Biomech Backpack" "attach particle effect" 3041 } //ItemColor //{ // ItemName "The Mucous Membrain" // Red 204 // Green 0 // Blue 0 //} ItemColor { ItemName "Skinless Slashers" Red 204 Green 0 Blue 0 } ItemColor { ItemName "Zombie Sniper" Red 204 Green 0 Blue 0 } CharacterAttributes { "cancel falling damage" 1 "increased jump height" 1.3 "voice pitch scale" 1.1 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 } DamageAppliesCond { Name TF_COND_MARKEDFORDEATH Duration 10 } DamageAppliesCond { Name TF_COND_URINE Duration 10 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS but toxic" "move speed bonus" 1.5 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS but toxic" "move speed bonus" 3 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Soldier_Mutant { Class Soldier Skill Expert Health 1500 Action Mobber Attributes MiniBoss Attributes DisableDodge Attributes UseBossHealthBar ExtAttr IgnoreBuildings StripItemSlot 0 StripItemSlot 1 DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1.5 NoIdleSound 1 Name "Mutant Zombie" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "The Zipperface" Item "BRAINS" //Item "TF_WEAPON_SPELLBOOK" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } //Spell //{ // Delay 0.1 // Cooldown 5 // Repeats 0 // IfSeeTarget 1 // Type "Tesla Bolt" //} CharacterAttributes { "cancel falling damage" 1 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 "gesture speed increase" 0.5 "not solid to players" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "attach particle effect" 3063 "dmg taken mult from special damage type 3" 0.15 "SET BONUS: dmg from sentry reduced" 0.01 "cannot be backstabbed" 1 } } T_Zombie_Special_Grappler_Mutant { Class Sniper Skill Expert Health 3000 Action Mobber Attributes MiniBoss Attributes DisableDodge Attributes UseBossHealthBar ExtAttr IgnoreBuildings StripItemSlot 0 StripItemSlot 1 DesiredAttackRange 50 ClassIcon sniper_smoker MaxVisionRange 1000 Scale 1.5 NoIdleSound 1 StripItem "Zombie Sniper" Item "The Huntsman" // Item BRAINS Name "Mutant Grappler Zombie" UseCustomModel "models\kirillian\infected\wanker_v4.mdl" DeathSound =80|shadows\smoker_death.mp3 SpawnTemplate "EnemyTracker" VoiceCommand { Delay 5 Cooldown 3.6 Repeats 0 Type "Go" } WeaponSwitch { Delay 1 Cooldown 0 Repeats 1 Type "Melee" } WeaponSwitch { Delay 3 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Primary" } Sequence { Delay 4 Cooldown 10 Repeats 0 IfSeeTarget 1 Name tongue_attack_grab_survivor } WeaponSwitch { Delay 6 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Melee" } ItemAttributes { ItemName "The Huntsman" "is invisible" 1 "override projectile type" 26 // hook "fire rate bonus" 1.5 "attachment offset" "0 0 48" "custom weapon fire sound" =80|shadows/smoker_launchtongue_02.mp3 "applies snare effect" 0.3 "apply look velocity on damage" 400 "dmg penalty vs players" 5 } ItemAttributes { ItemName TF_WEAPON_CLUB "damage bonus HIDDEN" 0.62 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam "custom kill icon" infection_scout } CharacterAttributes { "move speed bonus" 0.7 // "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 "gesture speed increase" 0.5 "not solid to players" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "attach particle effect" 3063 "dmg taken mult from special damage type 3" 0.15 "SET BONUS: dmg from sentry reduced" 0.01 "cannot be backstabbed" 1 } } T_Zombie_Special_Burner_Mutant { Class Soldier Skill Expert Health 5000 Action Mobber Attributes MiniBoss Attributes DisableDodge Attributes AlwaysFireWeapon Attributes UseBossHealthBar ExtAttr IgnoreBuildings ClassIcon soldier_shovel_ignited StripItemSlot 0 StripItemSlot 1 Scale 1.5 NoIdleSound 1 Item "The Space Bracers" Item "TF_WEAPON_SPELLBOOK" Name "Mutant Burning Man" DeathSound =80|player\flame_out.wav SpawnTemplate "EnemyTracker" Sequence { Name run_LOSER Cooldown 0.5 Delay 2 Repeats 0 } VoiceCommand { Delay 2 Cooldown 1.25 Repeats 0 Type "No" } FireInput { Target "!activator" Action "$IgnitePlayerDuration" Param "8" Delay 1 Cooldown 8 Repeats 0 } Spell { Delay 0.1 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Fireball" } ItemAttributes { ItemName "The Space Bracers" //"attach particle effect" 3063 } ItemAttributes { ItemName TF_WEAPON_SHOVEL "gesture speed increase" 0 "is invisible" 1 "fire rate penalty" 0.3 "damage bonus" 0.08 "Set DamageType Ignite" 1 "bombinomicon effect on death" 1 //"weapon burn dmg increased" 1.25 "custom impact sound" misc/null.wav "custom kill icon" firedeath "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam "ragdolls become ash" 1 } CharacterAttributes { "move speed bonus" 1.25 "voice pitch scale" 0.9 "cancel falling damage" 1 "increased jump height" 1.3 "cannot be sapped" 1 //"attach particle effect" 3063 // "fire retardant" 1 "dmg taken from fire reduced" 0.2 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 "gesture speed increase" 0.5 "not solid to players" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "attach particle effect" 3063 "dmg taken mult from special damage type 3" 0.15 "SET BONUS: dmg from sentry reduced" 0.01 "cannot be backstabbed" 1 } } T_Zombie_Special_Corroder_Mutant { Class Pyro Skill Expert Health 3000 StripItem "Zombie Pyro" Name "Mutant Corroder Zombie" StripItemSlot 0 Action Mobber Attributes MiniBoss Attributes UseBossHealthBar ExtAttr IgnoreBuildings DesiredAttackRange 50 ClassIcon pyro_spitter Item "The Gas Passer" Item "TF_WEAPON_SPELLBOOK" UseCustomModel "models/kirillian/infected/spyro_v4.mdl" Scale 1.5 Skin 1 NoIdleSound 1 DeathSound =80|shadows/gas_death.mp3 SpawnTemplate "EnemyTracker" VoiceCommand { Delay 15 Cooldown 4 Repeats 0 Type "Jeers" } Spell { Delay 0.1 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Meteor Shower" } ItemAttributes { ItemName tf_weapon_fireaxe "damage bonus HIDDEN" 0.77 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam "custom kill icon" infection_pyro "custom impact sound" Weapon_Fist.HitFlesh } CharacterAttributes { "move speed bonus" 0.7 // "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "increased jump height" 1.3 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken from fire reduced" 0.3 "mult stun resistance" 0 "weapon burn dmg increased" 1.25 "gesture speed increase" 0.5 "not solid to players" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "attach particle effect" 3063 "dmg taken mult from special damage type 3" 0.15 "SET BONUS: dmg from sentry reduced" 0.01 "cannot be backstabbed" 1 "afterburn immunity" 1 } } T_Zombie_Special_Crawler_Mutant { Class Scout Skill Expert Health 2250 StripItem "Zombie Scout" StripItemSlot 0 StripItemSlot 1 Action Mobber Attributes MiniBoss Attributes UseBossHealthBar ExtAttr IgnoreBuildings DesiredAttackRange 50 Name "Mutant Crawler Zombie" Tag crawler ClassIcon scunter UseCustomModel "models\kirillian\infected\scunter_v4.mdl" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Scale 1.5 NoIdleSound 1 NoCrouchButtonRelease 1 SpawnTemplate "Crawler_PT_Mutant" Item "TF_WEAPON_SPELLBOOK" FireWeapon // 14 second intervals { Delay 0 Cooldown 5 Repeats 0 IfSeeTarget 1 Duration 2.5 Type Crouch } Sequence { Delay 5 Cooldown 5 Repeats 0 Name pounce_idle_low } Spell { Delay 0 Cooldown 5 Repeats 0 IfSeeTarget 1 Type "Superjump" } ItemAttributes { ItemName TF_WEAPON_BAT "damage bonus HIDDEN" 0.14286 "is invisible" 1 "fire rate penalty" 0.4 "custom impact sound" Weapon_Fist.HitFlesh "alt-fire disabled" 1 // for heavy AI "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam "custom kill icon" infection_scout } CharacterAttributes { "move speed bonus" 1.3 "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "voice pitch scale" 0 "increased jump height" 1.5 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 "increased air control" 5 "gesture speed increase" 0.5 "not solid to players" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "attach particle effect" 3063 "dmg taken mult from special damage type 3" 0.15 "SET BONUS: dmg from sentry reduced" 0.01 "cannot be backstabbed" 1 } } T_Zombie_MadSci_Mutant { Class Medic Skill Expert Health 1500 //WeaponRestrictions MeleeOnly StripItemSlot 0 StripItemSlot 1 Action Mobber Attributes MiniBoss Attributes DisableDodge Attributes UseBossHealthBar ExtAttr IgnoreBuildings DesiredAttackRange 50 ClassIcon medic_amputator_vac2_trio Scale 1.5 NoIdleSound 1 CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "255 0 0" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "BRAINS but visible" Item "Miser's Muttonchops" Item "The Trepanabotomizer" Item "Archimedes the Undying" Item "TF_WEAPON_SPELLBOOK" Name "Mutant Mad Scientist" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } Spell { Delay 0 Cooldown 5 Repeats 0 IfSeeTarget 1 Type "Healing Aura" } CharacterAttributes { "move speed bonus" 1 "cancel falling damage" 1 "voice pitch scale" 0.85 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.01 "mod shovel speed boost" 1 "mult stun resistance" 0 "gesture speed increase" 0.5 "not solid to players" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "attach particle effect" 3063 "dmg taken mult from special damage type 1" -1 "dmg taken mult from special damage type 3" 0.15 "add cond when active" 4539459 "health regen" 200 "cannot be backstabbed" 1 "afterburn immunity" 1 } } T_Zombie_Camouflage_Mutant { Class Spy Skill Expert Health 1500 //WeaponRestrictions MeleeOnly StripItemSlot 0 StripItemSlot 1 Action Mobber Attributes MiniBoss Attributes DisableDodge Attributes UseBossHealthBar ExtAttr IgnoreBuildings DesiredAttackRange 20 ClassIcon spy_facepeel_lite Scale 1.5 NoIdleSound 1 CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "204 0 204" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "BRAINS but sharper" Item "facepeeler" Name "Mutant Camouflage Zombie" Item "TF_WEAPON_SPELLBOOK" StripItemSlot 5 VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } Spell { Delay 0 Cooldown 5 Repeats 0 IfSeeTarget 1 Type "Tesla Bolt" } CharacterAttributes { "cancel falling damage" 1 "voice pitch scale" 0.85 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "cannot disguise" 1 "mult stun resistance" 0 "gesture speed increase" 0.5 "not solid to players" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "attach particle effect" 3063 "dmg taken mult from special damage type 3" 0.15 "SET BONUS: dmg from sentry reduced" 0.01 "cannot be backstabbed" 1 } AddCond { Index 64 Delay 1 Duration -1 } } T_Zombie_Special_Superfist_Mutant { Class Demoman Skill Expert Health 5000 StripItem "Zombie Demo" StripItemSlot 0 Action Mobber Attributes MiniBoss // DesiredAttackRange 50 Attributes UseBossHealthBar ExtAttr IgnoreBuildings Name "Mutant Bruiser Zombie" ClassIcon demo_superfist UseCustomModel "models/kirillian/infected/coomer_v4.mdl" DeathSound =80|shadows/charger_death.mp3 SpawnTemplate "EnemyTracker" SpawnTemplate "Charger_PT" Item "The Chargin' Targe" Item "TF_WEAPON_SPELLBOOK" Scale 1.5 NoIdleSound 1 VoiceCommand { Delay 15 Cooldown 5 Repeats 0 IfNoTarget 1 Type "Move up" } VoiceCommand { Delay 2 Cooldown 4 Repeats 0 IfSeeTarget 1 Type "Negative" } Spell { Delay 0 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Summon Monoculus" } AddCond { Index 51 Delay 1 Duration 80 } ItemAttributes { ItemName "The Chargin' Targe" "is invisible" 1 "damage causes airblast" 1 "effect add attributes" "no_attack|1" // no slap "dmg taken from fire reduced" 1 "dmg taken from blast reduced" 1 // negate resistances since players can't see the shield "charge impact damage increased" 1.75 // bigger damage bash when you can't turn at all "mult charge turn control" 2 "charge recharge rate increased" 2 } ItemAttributes { ItemName TF_WEAPON_BOTTLE "is invisible" 1 "fire rate penalty" 1.3 "damage bonus" 1.2 "custom kill icon" hot_hand "custom impact sound" =80|player/taunt_chest_thump_alt.wav "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam "charge time increased" 2 } CharacterAttributes { // "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 1.5 "dmg taken from blast reduced" 0.3 "dmg taken from bullets reduced" 0.3 "mult stun resistance" 0 "gesture speed increase" 0.5 "not solid to players" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "attach particle effect" 3063 "dmg taken mult from special damage type 3" 0.15 "SET BONUS: dmg from sentry reduced" 0.01 "cannot be backstabbed" 1 } } T_Zombie_Special_Superfist_Mutant_Finale { Class Demoman Skill Expert Health 5000 StripItem "Zombie Demo" StripItemSlot 0 Action Mobber Attributes MiniBoss // DesiredAttackRange 50 Attributes UseBossHealthBar ExtAttr IgnoreBuildings Name "Mutant Bruiser Zombie" ClassIcon demo_superfist UseCustomModel "models/kirillian/infected/coomer_v4.mdl" DeathSound =80|shadows/charger_death.mp3 SpawnTemplate "EnemyTracker" SpawnTemplate "Charger_PT" Item "The Chargin' Targe" Item "TF_WEAPON_SPELLBOOK" Scale 1.5 NoIdleSound 1 VoiceCommand { Delay 15 Cooldown 5 Repeats 0 IfNoTarget 1 Type "Move up" } VoiceCommand { Delay 2 Cooldown 4 Repeats 0 IfSeeTarget 1 Type "Negative" } Spell { Delay 0 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Summon Monoculus" } ItemAttributes { ItemName "The Chargin' Targe" "is invisible" 1 "damage causes airblast" 1 "effect add attributes" "no_attack|1" // no slap "dmg taken from fire reduced" 1 "dmg taken from blast reduced" 1 // negate resistances since players can't see the shield "charge impact damage increased" 1.75 // bigger damage bash when you can't turn at all "mult charge turn control" 2 "charge recharge rate increased" 2 } ItemAttributes { ItemName TF_WEAPON_BOTTLE "is invisible" 1 "fire rate penalty" 1.3 "damage bonus" 1.2 "custom kill icon" hot_hand "custom impact sound" =80|player/taunt_chest_thump_alt.wav "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam "charge time increased" 2 } CharacterAttributes { // "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 1.5 "dmg taken from blast reduced" 0.3 "dmg taken from bullets reduced" 0.3 "mult stun resistance" 0 "gesture speed increase" 0.5 "not solid to players" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "attach particle effect" 3063 "dmg taken mult from special damage type 3" 0.15 "SET BONUS: dmg from sentry reduced" 0.01 "cannot be backstabbed" 1 } } T_Zombie_Plague_Mutant { Class Sniper Skill Expert Health 1500 //WeaponRestrictions MeleeOnly StripItemSlot 0 StripItemSlot 1 Action Mobber Attributes MiniBoss Attributes DisableDodge Attributes UseBossHealthBar ExtAttr IgnoreBuildings DesiredAttackRange 150 ClassIcon pyro_membrain_lite Scale 1.5 NoIdleSound 1 Name "Mutant Infectious Zombie" Item "The Vicious Visage" Item "The Mucous Membrain" Item "Skinless Slashers" Item "The Biomech Backpack" Item "TF_WEAPON_SPELLBOOK" Item "BRAINS but toxic" //CustomEyeParticle "bot_eye_glow" //CustomEyeGlowColor "255 255 0" DeathSound =80|misc\bonzo_vomit02.wav SpawnTemplate "EnemyTracker" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } Spell { Delay 0 Cooldown 10 Repeats 0 IfSeeTarget 0 Type "Summon Skeletons" } ItemAttributes { ItemName "The Biomech Backpack" "attach particle effect" 3041 } //ItemColor //{ // ItemName "The Mucous Membrain" // Red 204 // Green 0 // Blue 0 //} ItemColor { ItemName "Skinless Slashers" Red 204 Green 0 Blue 0 } ItemColor { ItemName "Zombie Sniper" Red 204 Green 0 Blue 0 } CharacterAttributes { "move speed bonus" 1.1 "cancel falling damage" 1 "increased jump height" 1.3 "voice pitch scale" 1.1 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 "gesture speed increase" 0.5 "not solid to players" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "attach particle effect" 3063 "dmg taken mult from special damage type 3" 0.15 "SET BONUS: dmg from sentry reduced" 0.01 "cannot be backstabbed" 1 } DamageAppliesCond { Name TF_COND_MARKEDFORDEATH Duration 10 } DamageAppliesCond { Name TF_COND_URINE Duration 10 } } T_Zombie_Rabid { Class Heavy Skill Expert Health 150 // base hp, goes up 100 per round, becomes +10% mult after round 9. bring a calculator! WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge Attributes AlwaysFireWeapon ExtAttr IgnoreBuildings DesiredAttackRange 50 ClassIcon heavy_voodoo_bear_nys Scale 0.9 NoIdleSound 1 Name "Rabid Zombie" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "180 0 0" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "BRAINS but piercing" Item "The K-9 Mane" Item "The Himalayan Hair Shirt" Item "Die Regime-Panzerung" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "voice pitch scale" 0.85 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg from ranged reduced" 0.05 "dmg from melee increased" 2 "dmg taken from crit reduced" 0.05 "rage giving scale" 0.1 "move speed bonus" 1.35 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } EventChangeAttributes { Attr1 { AlwaysGlow 1 CharacterAttributes { "move speed bonus" 3 "move speed penalty" 16 "add cond when active" 32 } } } } T_Zombie_Snatcher { Class Pyro Skill Expert Health 150 WeaponRestrictions PrimaryOnly //StripItem "Zombie Pyro" Action Mobber Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings DesiredAttackRange 150 ClassIcon boss_pyro_spellbook Scale 1 NoIdleSound 1 Name "Snatcher Zombie" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "255 255 0" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "The Seared Sorcerer" Item "BRAINS" Item "TF_WEAPON_ROCKETLAUNCHER" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "no damage falloff" 1 "damage bonus HIDDEN" 0.2777777777 "fire rate penalty" 12 "projectile speed increased" 0.3 "projectile lifetime" 15 "mod projectile heat seek power" 80 "mod projectile heat aim error" 105 "mod projectile heat aim time" 30 "mod projectile heat aim start time" 0.5 "mod projectile heat no predict target speed" 1 "projectile no deflect" 1 "fire input on hit" "popscript^$snatcherHit^" "blast radius increased" 0.1 "add cond on hit" 30 "add cond on hit duration" 30 "minicrits become crits" 1 "explosion particle" "tfc_sniper_mist" "projectile trail particle" "~spell_teleport_blue" "projectile sound" "@npc/barnacle/barnacle_digesting1.wav" "custom projectile model" "models/empty.mdl" "custom item model" "models/empty.mdl" "custom weapon fire sound" "common/null.wav" "custom hit sound" "physics/flesh/flesh_bloody_break.wav" "custom kill icon" eyeball_rocket } ItemAttributes { ItemName "BRAINS" "is_passive_weapon" 1 "fire rate penalty" 12 "melee range multiplier" 5 } CharacterAttributes { "move speed bonus" 0.9 "cancel falling damage" 1 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS" "move speed bonus" 1.5 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS" "move speed bonus" 3 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Sniper // there's just one now, ease up on the sound overrides (people MIGHT crash less now) { Class Sniper Skill Expert Health 150 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Zombie //Item "horseless headless horseman's head" // Halloween special Item "Ritzy Rick's Hair Fixative" Item "BRAINS" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "increased jump height" 1.3 "voice pitch scale" 1.1 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS" "move speed bonus" 1.5 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS" "move speed bonus" 3 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Soldier { Class Soldier Skill Expert Health 150 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Zombie CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" //Item "horseless headless horseman's head" // Halloween special Item "The Zipperface" Item "BRAINS" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS" "move speed bonus" 1.5 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS" "move speed bonus" 3 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Demo { Class Demoman Skill Expert Health 150 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Zombie CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" //Item "horseless headless horseman's head" // Halloween special Item "defaced detonator" Item "BRAINS" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "dmg taken from fire reduced" 1.05 "voice pitch scale" 0.9 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS" "move speed bonus" 1.5 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS" "move speed bonus" 3 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Scout { Class Scout Skill Expert Health 150 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Zombie Item "BRAINS" Item "baseball bill's sports shine" Item "the tomb wrapper" //Item "horseless headless horseman's head" // Halloween special CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" //VoiceCommand //{ // Delay 2 // Cooldown 5.8 // Repeats 0 // Type "Battle cry" //} ItemAttributes { ItemName "BRAINS" "fire rate penalty" 2 "damage bonus" 1.85185185 } CharacterAttributes { "cancel falling damage" 1 "dmg taken from fire reduced" 1.05 "voice pitch scale" 0.9 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS" "move speed bonus" 1.5 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS" "move speed bonus" 3 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Warden { Class Soldier Skill Expert Health 150 WeaponRestrictions SecondaryOnly Action Mobber DesiredAttackRange 300 Attributes MiniBoss Attributes DisableDodge Attributes SpawnWithFullCharge Attributes AlwaysFireWeapon Attributes ProjectileShield ExtAttr IgnoreBuildings ClassIcon medic_shield_ala Scale 1.1 NoIdleSound 1 Name "Warden Zombie" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "204 0 204" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "The Cadaver's Capper" Item "The Exorcizor" Item "The Shaolin Sash" Item "the quick-fix" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } ItemAttributes { ItemName "The Shaolin Sash" "attach particle effect" 3043 } ItemAttributes { ItemName "the quick-fix" "ubercharge rate penalty" -3 "generate rage on heal" 1 "heal rate bonus" 0 "uber duration bonus" -10 "is invisible" 1 } ItemAttributes { ItemName "tf_weapon_shovel" "is_passive_weapon" 1 "is invisible" 1 "fire rate bonus" 30 "damage bonus" 4.61538461 "melee cleave attack" 1 "custom impact sound" "ambient/fire/gascan_ignite1.wav" "custom kill icon" purgatory } CharacterAttributes { "cancel falling damage" 1 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "bot medic uber deploy delay duration" 9999 "increase buff duration" 999 "mult stun resistance" 0 } FireWeapon { Delay 0 Cooldown 3 Repeats 0 Duration 0.6 Type "Special" //Activate Shield } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "the quick-fix" "generate rage on heal" 2 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "the quick-fix" "move speed bonus" 2.7 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Tiny { Class Engineer Skill Expert Health 75 WeaponRestrictions MeleeOnly Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon fallenmerc Scale 0.5 NoIdleSound 1 Name "Tiny Desk Zombie" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "BRAINS but baby" CharacterAttributes { "cancel falling damage" 1 "dmg taken from fire reduced" 1.05 "voice pitch scale" 0.9 "increased jump height" 1.8 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 1.5 "ignored by enemy sentries" 1 //"airblast vulnerability multiplier" 0 "head scale" 3 "not solid to players" 1 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS but baby" "move speed bonus" 2.5 //"damage bonus HIDDEN" 0.308 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "BRAINS but baby" "move speed bonus" 5 //"damage bonus HIDDEN" 0.308 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } //T_Zombie_Survivor //{ // Class Scout // Skill Expert // Health 150 // WeaponRestrictions SecondaryOnly // Action Mobber // Attributes MiniBoss // Attributes DisableDodge // DesiredAttackRange 750 // ClassIcon scout_pistol_nys // Scale 1 // NoIdleSound 1 // Name "Infected Survivor" // CustomEyeParticle "bot_eye_glow" // CustomEyeGlowColor "40 180 40" // DeathSound =80|physics\body\body_medium_break3.wav // SpawnTemplate "EnemyTracker" // Item "California Cap" // Item "Jungle Jersey" // Item "tf_weapon_pistol" // VoiceCommand // { // Delay 2 // Cooldown 5.8 // Repeats 0 // Type "Battle cry" // } // CharacterAttributes // { // "cancel falling damage" 1 // "increased jump height" 1.3 // "cannot be sapped" 1 // "force distribute currency on death" 1 // "dmg taken from crit reduced" 0.7 // } // ItemAttributes // { // ItemName TF_WEAPON_PISTOL // "damage bonus HIDDEN" 0.25 // "fire rate penalty" 2 // } // ChangeAttributes // { // Delay 300 // Cooldown 0 // Repeats 1 // Name "Attr1" // } // EventChangeAttributes // { // Attr1 // { // AlwaysGlow 1 // CharacterAttributes // { // "move speed bonus" 3 // "move speed penalty" 16 // "add cond when active" 32 // } // } // } //} T_Zombie_Spitter { Class Demoman Skill Expert Health 150 WeaponRestrictions PrimaryOnly Action Mobber Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings //DesiredAttackRange 500 ClassIcon pyro_dragonfury Scale 1 NoIdleSound 1 Name "Spitter Zombie" AimLeadProjectileSpeed 1 AimOffset "0 0 90" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "0 102 255" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Item "Cap'n Calamari" Item "The Horsemann's Hand-Me-Down" Item "Bootlegger" Item "Spitter Weapon" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 //"afterburn immunity" 1 "self dmg push force decreased" 0 "damage force reduction" 0 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "Spitter Weapon" "move speed bonus" 1.5 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "Spitter Weapon" "move speed bonus" 3 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Special_Exploder { Class Engineer Skill Expert Health 225 Action SuicideBomber Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings ClassIcon sentry_buster_gry // StripItemSlot 1 StripItemSlot 2 Scale 1 NoIdleSound 1 Name "Tomb Detonator" Item "Employee Badge A" SpawnTemplate "EnemyTracker" Tag bigguyalert ItemModel { ItemName "Employee Badge A" Model "models\props_lakeside_event\bomb_temp.mdl" } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_PRIMARY "gesture speed increase" 1.25 "is invisible" 1 "custom kill icon" ullapool_caber_explosion } CharacterAttributes { "voice pitch scale" 0 "cancel falling damage" 1 "torso scale" 0 "increased jump height" 1.3 "cannot be sapped" 1 "cannot be backstabbed" 1 "damage force reduction" 0 // "bombinomicon effect on death" 1 "airblast vulnerability multiplier" 0 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 "move speed bonus" 3 "dmg pierces resists absorbs" 1 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PRIMARY" "move speed bonus" 3 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PRIMARY" "move speed bonus" 6 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Special_Burner { Class Soldier Skill Expert Health 5200 // testin only, normally should not have this much Action Mobber Attributes MiniBoss Attributes DisableDodge Attributes AlwaysFireWeapon WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings ClassIcon soldier_shovel_ignited StripItemSlot 0 StripItemSlot 1 Scale 1 NoIdleSound 1 Item "The Space Bracers" Name "Burning Man" DeathSound =80|player\flame_out.wav SpawnTemplate "EnemyTracker" Sequence { Name run_LOSER Cooldown 0.5 Delay 2 Repeats 0 } VoiceCommand { Delay 2 Cooldown 1.25 Repeats 0 Type "No" } FireInput { Target "!activator" Action "$IgnitePlayerDuration" Param "8" Delay 1 Cooldown 8 Repeats 0 } ItemAttributes { ItemName "The Space Bracers" "attach particle effect" 2 } ItemAttributes { ItemName TF_WEAPON_SHOVEL "gesture speed increase" 0 "is invisible" 1 "fire rate penalty" 0.3 "damage bonus" 0.08 "Set DamageType Ignite" 1 "bombinomicon effect on death" 1 //"weapon burn dmg increased" 1.25 "custom impact sound" misc/null.wav "custom kill icon" firedeath "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam "ragdolls become ash" 1 } CharacterAttributes { "move speed bonus" 1.5 "voice pitch scale" 0.9 "cancel falling damage" 1 "increased jump height" 1.3 "cannot be sapped" 1 "attach particle effect" 2 // "fire retardant" 1 "dmg taken from fire reduced" 0.2 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "TF_WEAPON_SHOVEL" "move speed bonus" 1.5 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "TF_WEAPON_SHOVEL" "move speed bonus" 3 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Special_Hulk { Class Heavy Skill Expert StripItem "Zombie Heavy" StripItemSlot 0 Name "Tank" Health 15000 // only %hp increase Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings Action Mobber Tag bigguyalert //Tag swooce UseMeleeThreatPrioritization 1 ClassIcon heavy_zombie_arm2_lite UseCustomModel "models\kirillian\infected\hank_v4.mdl" StripItem "Zombie Heavy" Skin 1 NoIdleSound 1 AdditionalStepSound "=80|player/footsteps/giant2.wav" DeathSound shadows\tank_death_01.mp3 SpawnTemplate "EnemyTracker" SpawnTemplate "Hulk_PT" SpawnTemplate "LaserOnAim" WeaponSwitch { Delay 1 Cooldown 30 Repeats 1 Type "Melee" } VoiceCommand { Delay 2 Cooldown 4.2 Repeats 0 IfNoTarget 1 Type "Move Up" } VoiceCommand { Delay 1 Cooldown 3 Repeats 0 IfSeeTarget 1 Type "Cheers" } ItemAttributes { ItemName TF_WEAPON_FISTS "provide on active" 1 "damage bonus" 2 "dmg bonus vs buildings" 4444 "damage causes airblast" 1 "apply z velocity on damage" 160 "apply look velocity on damage" 1024 "fire rate bonus" 2 "custom impact sound" shadows/tank_punch_1.mp3 "deploy time decreased" 3 "alt-fire disabled" 1 // stop punching until you're actually close "melee range multiplier" 1.4 "dmg pierces resists absorbs" 1 "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "provide on active" 1 "custom item model" models\props_forest\cliff_wall_09a.mdl "attachment name" "debris" "single wep deploy time increased" 1.5 "override projectile type" 2 "fire rate bonus" 20 "no_jump" 1 "reload full clip at once" 1 "faster reload rate" -0.8 "dmg pierces resists absorbs" 1 "custom projectile model" models\props_forest\cliff_wall_09a.mdl "damage bonus" 16.7 "dmg bonus vs buildings" 4444 "custom impact sound" =100|shadows/thrown_projectile_hit_01.mp3 "custom weapon fire sound" misc/null.wav "projectile gravity" 150 "projectile speed increased" 1.5 "blast radius increased" 1.25 "custom kill icon" mailbox "rocket specialist" 1 "penetrate teammates" 1 // throw through teammates "mult_player_movespeed_active" 0 // stop moving when throwing rocks! "projectile no deflect" 1 // what the fuck do you mean people can airblast rock? } CharacterAttributes { "voice pitch scale" 1 "cancel falling damage" 1 "override footstep sound set" 0 "damage force reduction" 0 "mult stun resistance" 0 "airblast vulnerability multiplier" 0 "dmg from ranged reduced" 0.5 "dmg from melee increased" 0.85 "dmg taken mult from special damage type 3" 0.15 "mult stun resistance" 0 "cannot be sapped" 1 "no_duck" 1 "increased jump height" 1.3 "move speed penalty" 1.05 "dmg taken from crit reduced" 0.5 "SET BONUS: dmg from sentry reduced" 0.25 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } ItemAttributes { ItemName TF_WEAPON_FISTS "damage bonus" 3.46153846 "move speed bonus" 1.2 } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "damage bonus" 25.05 } } Attr2 { AlwaysGlow 1 CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } ItemAttributes { ItemName TF_WEAPON_FISTS "damage bonus" 3.46153846 "move speed bonus" 2.4 } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "damage bonus" 25.05 } } } } T_Zombie_Special_Grappler { Class Sniper Skill Expert Health 300 Action Mobber Attributes MiniBoss Attributes DisableDodge DesiredAttackRange 50 ClassIcon sniper_smoker ExtAttr IgnoreBuildings MaxVisionRange 1000 Scale 1 NoIdleSound 1 StripItem "Zombie Sniper" Item "The Huntsman" // Item BRAINS Name "Grappler Zombie" UseCustomModel "models\kirillian\infected\wanker_v4.mdl" DeathSound =80|shadows\smoker_death.mp3 SpawnTemplate "EnemyTracker" VoiceCommand { Delay 5 Cooldown 3.6 Repeats 0 Type "Go" } WeaponSwitch { Delay 1 Cooldown 0 Repeats 1 Type "Melee" } WeaponSwitch { Delay 3 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Primary" } Sequence { Delay 4 Cooldown 10 Repeats 0 IfSeeTarget 1 Name tongue_attack_grab_survivor } WeaponSwitch { Delay 6 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Melee" } ItemAttributes { ItemName "The Huntsman" "is invisible" 1 "override projectile type" 26 // hook "fire rate bonus" 1.5 "attachment offset" "0 0 48" "custom weapon fire sound" =80|shadows/smoker_launchtongue_02.mp3 "applies snare effect" 0.3 "apply look velocity on damage" 400 "dmg penalty vs players" 5 } ItemAttributes { ItemName TF_WEAPON_CLUB "damage bonus HIDDEN" 0.62 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam "custom kill icon" infection_scout } CharacterAttributes { "move speed bonus" 0.7 // "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "The Huntsman" "move speed bonus" 1.5 } ItemAttributes { ItemName TF_WEAPON_CLUB //"damage bonus HIDDEN" 1.24 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "The Huntsman" "move speed bonus" 3 } ItemAttributes { ItemName TF_WEAPON_CLUB //"damage bonus HIDDEN" 1.24 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Special_Screamer { Class Medic Skill Expert Health 300 WeaponRestrictions MeleeOnly Action Mobber Attributes "AlwaysFireWeapon" Attributes MiniBoss Attributes DisableDodge //DesiredAttackRange 50 ClassIcon medic ExtAttr IgnoreBuildings MaxVisionRange 1000 Scale 1 NoIdleSound 1 Item "the bat outta hell" StripItem "Zombie Medic" Name "Screamer Zombie" UseCustomModel "models\kirillian\infected\benic_v2.mdl" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } ItemAttributes { ItemName "the bat outta hell" "is invisible" 1 "damage bonus" 0.154 "fire rate penalty" 4 "melee range multiplier" 2.5 "melee cleave attack" 1 "add cond on hit" 25943 "add cond on hit duration" 0.75 "custom kill icon" bread_bite "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam } CharacterAttributes { "cancel falling damage" 1 "voice pitch scale" 0.85 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg from ranged reduced" 0.05 "dmg taken mult from special damage type 1" 0.05 "dmg from melee increased" 4 //"dmg taken from crit reduced" 0.05 "move speed bonus" 4 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "the bat outta hell" "move speed bonus" 4 //"damage bonus" 0.308 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "the bat outta hell" "move speed bonus" 8 //"damage bonus" 0.308 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Special_Crawler // he flops and he hops { Class Scout Skill Expert Health 225 StripItem "Zombie Scout" StripItemSlot 0 StripItemSlot 1 Action Mobber Attributes MiniBoss ExtAttr IgnoreBuildings DesiredAttackRange 50 Name "Crawler Zombie" Tag crawler ClassIcon scunter UseCustomModel "models\kirillian\infected\scunter_v4.mdl" DeathSound =80|physics\body\body_medium_break3.wav SpawnTemplate "EnemyTracker" Scale 1 NoIdleSound 1 NoCrouchButtonRelease 1 SpawnTemplate "Crawler_PT" FireWeapon // 14 second intervals { Delay 0 Cooldown 14 Repeats 0 Duration 7 Type Crouch } FireWeapon { Delay 13.8 Cooldown 14 Repeats 0 Duration 0.5 Type Jump } Sequence { Delay 14 Cooldown 14 Repeats 0 Name pounce_idle_low } ItemAttributes { ItemName TF_WEAPON_BAT "damage bonus HIDDEN" 0.77 "is invisible" 1 "fire rate penalty" 1.4 "custom impact sound" Weapon_Fist.HitFlesh "alt-fire disabled" 1 // for heavy AI "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam "custom kill icon" infection_scout } CharacterAttributes { "move speed bonus" 0.7 "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "voice pitch scale" 0 "increased jump height" 1.5 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName "TF_WEAPON_BAT" "move speed bonus" 2 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName "TF_WEAPON_BAT" "move speed bonus" 4 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Special_Superfist { Class Demoman Skill Expert Health 500 StripItem "Zombie Demo" StripItemSlot 0 Action Mobber Attributes MiniBoss // DesiredAttackRange 50 ExtAttr IgnoreBuildings Name "Bruiser Zombie" ClassIcon demo_superfist UseCustomModel "models/kirillian/infected/coomer_v4.mdl" DeathSound =80|shadows/charger_death.mp3 SpawnTemplate "EnemyTracker" SpawnTemplate "Charger_PT" Item "The Chargin' Targe" Scale 1.25 NoIdleSound 1 VoiceCommand { Delay 15 Cooldown 5 Repeats 0 IfNoTarget 1 Type "Move up" } VoiceCommand { Delay 2 Cooldown 4 Repeats 0 IfSeeTarget 1 Type "Negative" } ItemAttributes { ItemName "The Chargin' Targe" "is invisible" 1 "damage causes airblast" 1 "effect add attributes" "no_attack|1" // no slap "dmg taken from fire reduced" 1 "dmg taken from blast reduced" 1 // negate resistances since players can't see the shield "charge impact damage increased" 1.75 // bigger damage bash when you can't turn at all "mult charge turn control" 2 //"charge recharge rate increased" 2 } ItemAttributes { ItemName TF_WEAPON_BOTTLE "is invisible" 1 "fire rate penalty" 1.3 "damage bonus" 1.2 "custom kill icon" hot_hand "custom impact sound" =80|player/taunt_chest_thump_alt.wav "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam "charge time increased" 2 } CharacterAttributes { // "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 1.5 "dmg taken from blast reduced" 0.3 "dmg taken from bullets reduced" 0.3 "mult stun resistance" 0 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName TF_WEAPON_BOTTLE "move speed bonus" 1.5 //"damage bonus" 2.4 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName TF_WEAPON_BOTTLE "move speed bonus" 3 //"damage bonus" 2.4 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Zombie_Special_Corroder { Class Pyro Skill Expert Health 300 StripItem "Zombie Pyro" Name "Corroder Zombie" StripItemSlot 0 Action Mobber Attributes MiniBoss ExtAttr IgnoreBuildings DesiredAttackRange 50 ClassIcon pyro_spitter Item "The Gas Passer" UseCustomModel "models/kirillian/infected/spyro_v4.mdl" Scale 1.1 Skin 1 NoIdleSound 1 DeathSound =80|shadows/gas_death.mp3 SpawnTemplate "EnemyTracker" VoiceCommand { Delay 15 Cooldown 4 Repeats 0 Type "Jeers" } WeaponSwitch { Delay 1 Cooldown 0 Repeats 1 Type "Melee" } WeaponSwitch // spittin { Delay 2 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Secondary" } Sequence { Delay 2.5 Cooldown 10 Repeats 0 IfSeeTarget 1 Name spitter_spitting } WeaponSwitch { Delay 3.5 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Melee" } ItemAttributes { ItemName tf_weapon_fireaxe "damage bonus HIDDEN" 0.77 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam "custom kill icon" infection_pyro "custom impact sound" Weapon_Fist.HitFlesh } ItemAttributes { ItemName "The Gas Passer" "provide on active" 1 "is invisible" 1 //"move speed penalty" 0.5 "mult_item_meter_charge_rate" 0.1 "applies snare effect" 0.4 "weapon burn time reduced" 0.6 // so people don't get infinite afterburn from getting spat on constantly "custom projectile model" models/weapons/w_models/w_drg_ball.mdl "custom weapon fire sound" =80|shadows/gas_spit.mp3 "cannot be sapped" 1 //"no_jump" 1 } CharacterAttributes { "move speed bonus" 0.7 // "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "increased jump height" 1.3 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken from fire reduced" 0.3 "mult stun resistance" 0 "weapon burn dmg increased" 1.25 "afterburn immunity" 1 } ChangeAttributes { Delay 300 Cooldown 0 Repeats 1 Name "Attr1" } ChangeAttributes { Delay 600 Cooldown 0 Repeats 1 Name "Attr2" } EventChangeAttributes { Attr1 { AlwaysGlow 1 ItemAttributes { ItemName tf_weapon_fireaxe "move speed bonus" 1.5 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } Attr2 { AlwaysGlow 1 ItemAttributes { ItemName tf_weapon_fireaxe "move speed bonus" 3 //"damage bonus HIDDEN" 1.54 } CharacterAttributes { "move speed bonus" 1 "add cond when active" 32 //"mod shovel speed boost" 1 } } } } T_Robot_Boss_Treadkill // spawns in round 16 { Class Pyro Name "Giant Treadonator" Skill Hard Attributes MiniBoss Health 300000 // 30000 base hp StripItem "Zombie Pyro" Action Mobber //MaxVisionRange 1500 // used for turret ClassIcon heavy_chainsaw Tag bigguyalert Attributes UseBossHealthBar Attributes DisableDodge ExtAttr IgnoreBuildings Item tf_weapon_flamethrower Item "The Conscientious Objector" UseCustomModel "models\bots\soldier\bot_soldier.mdl" UseMeleeThreatPrioritization 1 UseHumanAnimations 1 SpawnTemplate Soldier_Tank SpawnTemplate "EnemyTracker" AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 200000 } AddCond //Adds conditions to bots { Index 93 Delay 0 Duration -1 IfHealthBelow 200000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 100000 } AddCond //Adds conditions to bots { Index 97 Delay 0 Duration -1 IfHealthBelow 100000 } ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Default" } ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 200000 Name "Aggressive" } ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 100000 Name "Crazy" } EventChangeAttributes { Default { WeaponSwitch // swap to melee quick { Delay 1 Cooldown 0 Repeats 1 Type "Melee" } ItemAttributes { ItemName "The Conscientious Objector" "custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl" "mod weapon blocks healing" 1 "damage bonus" 80 "dmg bonus vs buildings" 1000 "fire rate bonus" 2 "cancel falling damage" 1 "custom weapon fire sound" =80|shadows/chainsaw_swing.mp3 "custom impact sound" SawMill.BladeImpact "custom kill icon" saw_kill "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_PYRO "single wep deploy time increased" 40 // no!!!!!!! "custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl" } VoiceCommand { Delay 10 Cooldown 30 Repeats 0 IfSeeTarget 1 Type "Battle cry" } //FireInput //{ // Target "autotank_turretshoot" // Action "Trigger" // Delay 10 // Cooldown 30 // IfSeeTarget 1 // Repeats 0 //} CharacterAttributes { "voice pitch scale" 0 "move speed bonus" 0.6 "gesture speed increase" 1.33 // sync attack animation better "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "dmg taken mult from special damage type 3" 0.15 "dmg from ranged reduced" 0.75 "dmg taken from blast reduced" 0.5 "mult stun resistance" 0 "dmg taken from crit reduced" 0.5 "dmg from melee increased" -9.9 "dmg pierces resists absorbs" 1 "not solid to players" 1 "cannot be backstabbed" 1 "cannot be headshot" 1 "SPELL: Halloween green flames" 1008 } } Aggressive { Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Conscientious Objector" "custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl" "provide on active" 1 "gesture speed increase" 1.33 // sync attack animation better "damage bonus" 80 "dmg bonus vs buildings" 1000 "fire rate bonus" 2 "cancel falling damage" 1 "custom impact sound" SawMill.BladeImpact "custom weapon fire sound" "=80|shadows/chainsaw_swing.mp3" "custom kill icon" saw_kill "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam } ItemAttributes { ItemName "The Chargin' Targe" // "is invisible" 1 "dmg taken from fire reduced" 1 "dmg taken from blast reduced" 1 // negate resistances since players can't see the shield "attack not cancel charge" 1 } ItemAttributes { ItemName tf_weapon_flamethrower //"is_passive_weapon" 1 "provide on active" 1 "is invisible" 1 "damage bonus" 0.05 "weapon burn dmg increased" 3 "mod shovel speed boost" 1 "add cond when active" 32 "flame_drag" 6 "add cond on hit" 123 "add cond on hit duration" 10 "add attributes on hit" "healing received penalty|0.01|2" } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_PYRO "single wep deploy time increased" 40 // no!!!!!!! "custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl" } CharacterAttributes { "voice pitch scale" 0 "move speed bonus" 1.2 "attach particle effect" 2 //"no_jump" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "dmg taken mult from special damage type 3" 0.15 "dmg from ranged reduced" 0.75 "dmg taken from blast reduced" 0.5 "mult stun resistance" 0 "dmg taken from crit reduced" 0.5 "dmg from melee increased" -9.9 "dmg pierces resists absorbs" 1 "not solid to players" 1 "cannot be backstabbed" 1 "cannot be headshot" 1 "SPELL: Halloween green flames" 1008 //"add cond when active" 93 } //FireInput //{ // Target "autotank_turretshoot" // Action "Trigger" // Delay 5 // Cooldown 15 // IfSeeTarget 1 // Repeats 0 //} VoiceCommand // scary finger pointing { Delay 5 Cooldown 15 Repeats 0 IfSeeTarget 1 Type "Move up" } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Primary" } WeaponSwitch { Delay 15 Cooldown 25 Repeats 0 Type "Melee" } FireInput { Target "autotank_body" Action "SetDefaultAnimation" Param "move_fast" Delay 3 Cooldown 0 Repeats 1 } Taunt // activate rage mode { Delay 0.5 Cooldown 0 Repeats 1 } FireInput { Target "autotank_ragemode" Action "PlaySound" Delay 0.5 Cooldown 0 Repeats 1 } } Crazy { Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Conscientious Objector" "custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl" "provide on active" 1 "gesture speed increase" 1.33 // sync attack animation better "damage bonus" 80 "dmg bonus vs buildings" 1000 "fire rate bonus" 2 "cancel falling damage" 1 "custom impact sound" SawMill.BladeImpact "custom weapon fire sound" "=80|shadows/chainsaw_swing.mp3" "custom kill icon" saw_kill "add attributes on hit" "healing received penalty|0.01|2" // anti vampire spam } ItemAttributes { ItemName "The Chargin' Targe" // "is invisible" 1 "dmg taken from fire reduced" 1 "dmg taken from blast reduced" 1 // negate resistances since players can't see the shield "attack not cancel charge" 1 } ItemAttributes { ItemName tf_weapon_flamethrower //"is_passive_weapon" 1 "provide on active" 1 "is invisible" 1 "damage bonus" 0.05 "weapon burn dmg increased" 3 "mod shovel speed boost" 1 "add cond when active" 32 "flame_drag" 2 "add cond on hit" 123 "add cond on hit duration" 10 "add attributes on hit" "healing received penalty|0.01|2" } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_PYRO "single wep deploy time increased" 40 // no!!!!!!! "custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl" } CharacterAttributes { "voice pitch scale" 0 "move speed bonus" 1.2 "attach particle effect" 2 //"no_jump" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "dmg taken mult from special damage type 3" 0.15 "dmg from ranged reduced" 1.5 "dmg taken from blast reduced" 0.5 "mult stun resistance" 0 "dmg taken from crit reduced" 2 "dmg from melee increased" -9.9 "dmg pierces resists absorbs" 1 "not solid to players" 1 "cannot be backstabbed" 1 "cannot be headshot" 1 "SPELL: Halloween green flames" 1008 //"add cond when active" 97 } //FireInput //{ // Target "autotank_turretshoot" // Action "Trigger" // Delay 5 // Cooldown 15 // IfSeeTarget 1 // Repeats 0 //} VoiceCommand // scary finger pointing { Delay 5 Cooldown 15 Repeats 0 IfSeeTarget 1 Type "Move up" } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Primary" } WeaponSwitch { Delay 15 Cooldown 25 Repeats 0 Type "Melee" } FireInput { Target "autotank_body" Action "SetDefaultAnimation" Param "move_fast" Delay 3 Cooldown 0 Repeats 1 } Taunt // activate rage mode { Delay 0.5 Cooldown 0 Repeats 1 } FireInput { Target "autotank_ragemode" Action "PlaySound" Delay 0.5 Cooldown 0 Repeats 1 } } } } T_Robot_Boss_Battlelord // spawns with giant corrupted { Class Heavyweapons Name "Giant Battlelord" ClassIcon soldier_hellmet_lite Skill Expert Health 250000 // 25000x3 base hp // Scale 2.4 Action Mobber AlwaysGlow 1 Tag bigguyalert StripItem "Zombie Heavy" Attributes UseBossHealthBar Attributes AlwaysFireWeapon ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 // AimTrackingInterval 0.02 UseCustomModel "models\bots\heavy_boss\bot_heavy_boss.mdl" Attributes MiniBoss SpawnTemplate Heavy_Boss SpawnTemplate "EnemyTracker" AddCond //Adds conditions to bots { Index 109 Delay 0 Duration -1 } EventChangeAttributes { Default { Item "The Hellmet" Item "Big Steel Jaw of Summer Fun" Item "Forgotten King's Pauldrons" Item "Iron Curtain" WeaponRestrictions PrimaryOnly MaxVisionRange 7000 AimOffset "0 0 0" ItemAttributes { ItemName "Iron Curtain" "mod weapon blocks healing" 1 "fire rate penalty" 2 "minigun spinup time increased" 1.5 "bullets per shot bonus" 2 "weapon spread bonus" 0.4 "crit mod disabled" 0 "mod minigun can holster while spinning" 1 "single wep deploy time increased" 2 "damage bonus" 1.2 //"attack projectiles" 2 //"move speed bonus" 2.5 } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "provide on active" 1 "override projectile type" 2 "fire rate bonus" 1.7 "projectile speed increased" 3.7 "damage bonus" 40 "custom item model" "models/workshop/weapons/c_models/c_iron_curtain/c_iron_curtain.mdl" "custom projectile model" models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl "projectile trail particle" rockettrail //"projectile gravity" 300 "move speed penalty" 0.001 "custom weapon fire sound" =80|mvm\giant_demoman\giant_demoman_grenade_shoot.wav "no_jump" 1 "reload full clip at once" 1 } } Mortar { Item "The Hellmet" Item "Big Steel Jaw of Summer Fun" Item "Forgotten King's Pauldrons" Item "Iron Curtain" AimOffset "0 30 30" AimLeadProjectileSpeed 1 MaxVisionRange 7000 WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "Iron Curtain" "mod weapon blocks healing" 1 "fire rate penalty" 2 "bullets per shot bonus" 2 "weapon spread bonus" 0.4 "crit mod disabled" 0 "mod minigun can holster while spinning" 1 "single wep deploy time increased" 2 "damage bonus" 1.2 //"attack projectiles" 2 //"move speed bonus" 2.5 } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "provide on active" 1 "override projectile type" 2 "fire rate bonus" 1.4 "projectile speed increased" 3.7 "damage bonus" 40 "rocket specialist" 1 "custom projectile model" models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl "projectile trail particle" rockettrail //"projectile gravity" 300 "move speed penalty" 0.001 "custom weapon fire sound" =80|mvm\giant_demoman\giant_demoman_grenade_shoot.wav "no_jump" 1 "reload full clip at once" 1 } FireWeapon { Delay 0 Cooldown 30 Repeats 0 Duration 4 Type "Primary" } ChangeAttributes { Delay 4.5 Cooldown 0 Repeats 0 Name "Default" } } } ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Default" } ChangeAttributes { Delay 15 Cooldown 30 Repeats 0 IfSeeTarget 1 Name "Mortar" } CharacterAttributes { "move speed bonus" 1.2 "voice pitch scale" 0 "cancel falling damage" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "mult stun resistance" 0 "dmg taken mult from special damage type 3" 0.15 "dmg taken from blast reduced" 0.25 "override footstep sound set" 2 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.5 "dmg from melee increased" -9.9 //"dmg pierces resists absorbs" 1 "slow enemy on hit major" 5 "attack projectiles" 2 "not solid to players" 1 "heal on kill" 25000 "cannot be backstabbed" 1 "cannot be headshot" 1 } } T_Robot_Boss_GiantCorrupted { Class Soldier Name "Giant Corrupted" ClassIcon soldier_gib_lite Skill Expert Health 250000 //Attributes DisableDodge Attributes SpawnWithFullCharge Attributes HoldFireUntilFullReload NoBombUpgrades 1 Action Mobber AlwaysGlow 1 Tag bigguyalert StripItem "Zombie Soldier" Attributes UseBossHealthBar ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 AimLeadProjectileSpeed 3000 UseCustomModel models/bots/soldier_boss/bot_soldier_boss_gibby.mdl StripItemSlot 1 StripItemSlot 2 //Attributes AlwaysFireWeapon Attributes AlwaysCrit Attributes MiniBoss Item "the concheror" SpawnTemplate "EnemyTracker" AddCond //Adds conditions to bots { Index 96 Delay 0 Duration -1 } CharacterAttributes { "voice pitch scale" 0 "mult stun resistance" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "cancel falling damage" 1 "blast radius decreased" 0.1 "blast dmg to self increased" -1 "override footstep sound set" 3 "dmg taken from crit reduced" 0.5 "dmg taken from blast reduced" 0.5 "dmg from melee increased" -9.9 "move speed bonus" 0.95 //"dmg pierces resists absorbs" 1 "not solid to players" 1 "penetrate teammates" 1 "dmg taken mult from special damage type 3" 0.15 "cannot be backstabbed" 1 "cannot be headshot" 1 } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "mod weapon blocks healing" 1 "damage bonus" 0.15 "faster reload rate" 0.2 "fire rate bonus" 0.2 "Projectile speed increased" 0.3 "clip size upgrade atomic" 20.0 } ItemAttributes { ItemName "the concheror" "increase buff duration" 9999 } DeathSound mvm\sentrybuster\mvm_sentrybuster_explode.wav } } ///////////////////////////////////////////////////////////////////////////////////// // Shadows Advanced (Bauernhof Der Toten) // Cash given at start: $500 // ///////////////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes // CustomWaveNumber 0 CustomMaxWaveNumber 0 RedTeamWipeCausesWaveLoss 1 StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_output_clear Action Trigger } DoneOutput { Target checkpoint_relay Action Trigger } Explanation { Line "{c700ce}Edited by Kinestra. Used Sntr's Shadows Bauernhof as base." Line "{c700ce}Map is a modified MvM MA Ep14." Line "{green}Vending machines are replaced with custom bonuses of your choice." Line "{green}Gain money by killing zombies, meleeing will give less money." Line "{red}Getting melee hit by zombies will disrupt your healing for a short period." Line "{red}Zombies will become enraged if left alive for too long." Line "{yellow}Take on the hordes of the undead." Line "{yellow}Clear 21 waves to win!" Line "{white}Melee upgrades are highly recommended." Line "{white}Make sure glow_outline_effect_enable is set to 1." //Line "{white}Update as of 8/18/2024:" } //SpawnTemplate "Pushblocks" // in here so 'corelogic' doesn't delete them while wiping Shadows things SpawnTemplate "Roundtimer" SpawnTemplate "TankTeleport" // SpawnTemplate "DumpsterBox" SpawnTemplate "DoublePointsSpawner" // SpawnTemplate "FireSaleSpawner" SpawnTemplate "InstakillSpawner" SpawnTemplate "NukeSpawner" SpawnTemplate "MaxAmmoSpawner" SpawnTemplate "BonusPointsSpawner" SpawnTemplate "OverhealSpawner" SpawnTemplate "AgilitySpawner" SpawnTemplate "ReviveAllSpawner" SpawnTemplate "PlagueSpawner" SpawnTemplate "StrengthSpawner" SpawnTemplate "UberSpawner" SpawnTemplate "VisionSpawner" SpawnTemplate "PowerPlaySpawner" SpawnTemplate "RandomPowerSpawner" SpawnTemplate // spawned here as safeguard against corelogic wipe { Name "MannPower" Origin "7478 -4353 -4970" Angles "0 270 0" } SpawnTemplate // spawned here as safeguard against corelogic wipe { Name "RoomPower" Origin "6160 -3764 -4980" Angles "0 0 0" } SpawnTemplate // spawned here as safeguard against corelogic wipe { Name "ClassEnc" Origin "7880 -3770 -4786" Angles "0 90 0" } SpawnTemplate // spawned here as safeguard against corelogic wipe { Name "LuckyBonus" Origin "-6083 -3252 -4400" Angles "0 0 0" } SpawnTemplate { Name "Vending_Jugg" Origin "2596 -2030 -6632" } SpawnTemplate { Name "Vending_Quickrevive" Origin "2596 -2030 -6632" Angles "0 180 0" } SpawnTemplate { Name "Vending_Speed" Origin "2596 -2030 -6632" Angles "0 0 0" } SpawnTemplate { Name "Vending_Blaster" Origin "2596 -2030 -6632" Angles "0 270 0" } SpawnTemplate { Name "Vending_Doubletap" Origin "2596 -2030 -6632" Angles "0 0 0" } WaveSpawn { Name "stage_01" Where spawnbot_zombie TotalCount 48 MaxActive 25 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0.8 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_hudreminder Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 400 CharacterAttributes { "move speed bonus" 0.8 } } TFBot { Template T_Zombie_Soldier Health 400 CharacterAttributes { "move speed bonus" 0.8 } } TFBot { Template T_Zombie_Demo Health 400 CharacterAttributes { "move speed bonus" 0.8 } } TFBot { Template T_Zombie_Scout Health 400 CharacterAttributes { "move speed bonus" 0.5 } } } } WaveSpawn { Name "stage_02" Where spawnbot_zombie TotalCount 63 MaxActive 26 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.8 WaitForAllDead "stage_01" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 750 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Soldier Health 750 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Demo Health 750 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Scout Health 750 CharacterAttributes { "move speed bonus" 0.52 } } } } WaveSpawn { Name "stage_02" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 75 WaitBetweenSpawns 30 WaitForAllDead "stage_01" TotalCurrency 0 FirstSpawnWarningSound "ambient\halloween\thunder_04.wav" RandomChoice { TFBot { Template T_Zombie_Soldier_Mutant Health 10000 CharacterAttributes { "move speed bonus" 0.82 } } } } WaveSpawn { Name "stage_02_end" Where spawnbot_zombie WaitBeforeStarting 0 WaitForAllDead "stage_02" TotalCurrency 0 FirstSpawnOutput { Target stage_clear Action Trigger } } WaveSpawn { Name "stage_03" Where spawnbot_zombie TotalCount 87 MaxActive 27 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.8 WaitForAllDead "stage_02_end" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 1050 CharacterAttributes { "move speed bonus" 0.84 } } TFBot { Template T_Zombie_Soldier Health 1050 CharacterAttributes { "move speed bonus" 0.84 } } TFBot { Template T_Zombie_Scout Health 1050 CharacterAttributes { "move speed bonus" 0.54 } } TFBot { Template T_Zombie_Demo Health 1050 CharacterAttributes { "move speed bonus" 0.84 } } } } WaveSpawn { Name "stage_04" Where spawnbot_zombie TotalCount 111 MaxActive 28 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.8 WaitForAllDead "stage_03" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 1350 CharacterAttributes { "move speed bonus" 0.86 } } TFBot { Template T_Zombie_Soldier Health 1350 CharacterAttributes { "move speed bonus" 0.86 } } TFBot { Template T_Zombie_Demo Health 1350 CharacterAttributes { "move speed bonus" 0.86 } } TFBot { Template T_Zombie_Scout Health 1350 CharacterAttributes { "move speed bonus" 0.56 } } TFBot { Template T_Zombie_Soldier Health 1350 CharacterAttributes { "move speed bonus" 0.86 } } TFBot { Template T_Zombie_Headless Health 2700 CharacterAttributes { "move speed bonus" 0.76 } } TFBot { Template T_Zombie_Special_Grappler Health 1350 } } } WaveSpawn { Name "stage_04" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 75 WaitBetweenSpawns 30 WaitForAllDead "stage_03" TotalCurrency 0 FirstSpawnWarningSound "ambient\halloween\thunder_04.wav" RandomChoice { TFBot { Template T_Zombie_Special_Grappler_Mutant Health 20000 //CharacterAttributes //{ // "move speed bonus" 0.82 //} } } } WaveSpawn { Name "stage_04_end" Where spawnbot_zombie WaitBeforeStarting 0 WaitForAllDead "stage_04" TotalCurrency 0 FirstSpawnOutput { Target stage_clear Action Trigger } } WaveSpawn { Name "stage_05" Where spawnbot_zombie TotalCount 153 MaxActive 29 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.8 WaitForAllDead "stage_04_end" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 1650 CharacterAttributes { "move speed bonus" 0.88 } } TFBot { Template T_Zombie_Soldier Health 1650 CharacterAttributes { "move speed bonus" 0.88 } } TFBot { Template T_Zombie_Demo Health 1650 CharacterAttributes { "move speed bonus" 0.88 } } TFBot { Template T_Zombie_Scout Health 1650 CharacterAttributes { "move speed bonus" 0.58 } } TFBot { Template T_Zombie_Soldier Health 1650 CharacterAttributes { "move speed bonus" 0.88 } } TFBot { Template T_Zombie_Headless Health 3300 CharacterAttributes { "move speed bonus" 0.78 } } TFBot { Template T_Zombie_Special_Grappler Health 1650 } TFBot { Template T_Zombie_Special_Burner Health 1650 } } } WaveSpawn { Name "stage_06" Where spawnbot_zombie TotalCount 150 // spawn cap MaxActive 30 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.8 WaitForAllDead "stage_05" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 1950 CharacterAttributes { "move speed bonus" 0.9 } } TFBot { Template T_Zombie_Soldier Health 1950 CharacterAttributes { "move speed bonus" 0.9 } } TFBot { Template T_Zombie_Demo Health 1950 CharacterAttributes { "move speed bonus" 0.9 } } TFBot { Template T_Zombie_Scout Health 1950 CharacterAttributes { "move speed bonus" 0.6 } } TFBot { Template T_Zombie_Soldier Health 1950 CharacterAttributes { "move speed bonus" 0.9 } } TFBot { Template T_Zombie_Special_Corroder Health 1950 } } } WaveSpawn { Name "stage_06" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 75 WaitBetweenSpawns 30 WaitForAllDead "stage_05" TotalCurrency 0 FirstSpawnWarningSound "ambient\halloween\thunder_04.wav" RandomChoice { TFBot { Template T_Zombie_Special_Burner_Mutant Health 30000 //CharacterAttributes //{ // "move speed bonus" 0.82 //} } } } WaveSpawn { Name "stage_06_end" Where spawnbot_zombie WaitBeforeStarting 0 WaitForAllDead "stage_06" TotalCurrency 0 FirstSpawnOutput { Target stage_clear_extended Action Trigger } } WaveSpawn // first tank round { Name "stage_07_transition" Where spawnbot_tank WaitBeforeStarting 60 WaitForAllDead "stage_06_end" TotalCurrency 0 FirstSpawnWarningSound "shadows\bossround_start.mp3" FirstSpawnOutput { Target bossstage_start Action Trigger } } WaveSpawn { Name "stage_07" Where spawnbot_zombie TotalCount 24 MaxActive 12 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 5 WaitForAllSpawned "stage_07_transition" TotalCurrency 0 DoneOutput { Target bossstage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_01.mp3 } Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 10000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 10000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 10000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 10000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 10000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 10000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 10000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 10000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 10000 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_02.mp3 } DeathSound shadows\tank_death_02.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 10000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 10000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 10000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 10000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 10000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 10000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 10000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 10000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 10000 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_03.mp3 } DeathSound shadows\tank_death_03.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 10000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 10000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 10000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 10000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 10000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 10000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 10000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 10000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 10000 } } } } WaveSpawn { Name "stage_08" Where spawnbot_zombie TotalCount 150 MaxActive 32 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.7 WaitForAllDead "stage_07" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_wave8plus Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 2550 CharacterAttributes { "move speed bonus" 0.94 } } TFBot { Template T_Zombie_Soldier Health 2550 CharacterAttributes { "move speed bonus" 0.94 } } TFBot { Template T_Zombie_Spitter Health 2550 CharacterAttributes { "move speed bonus" 0.94 } } TFBot { Template T_Zombie_Demo Health 2550 CharacterAttributes { "move speed bonus" 0.94 } } TFBot { Template T_Zombie_Scout Health 2550 CharacterAttributes { "move speed bonus" 0.64 } } TFBot { Template T_Zombie_Soldier Health 2550 CharacterAttributes { "move speed bonus" 0.94 } } TFBot { Template T_Zombie_Headless Health 5100 CharacterAttributes { "move speed bonus" 0.84 } } TFBot { Template T_Zombie_Special_Grappler Health 2550 } TFBot { Template T_Zombie_Special_Corroder Health 2550 } TFBot { Template T_Zombie_Special_Crawler Health 2550 } TFBot { Template T_Zombie_MadSci Health 2550 ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Mad" IfHealthBelow 1275 } EventChangeAttributes { Mad { ItemAttributes { ItemName "The Trepanabotomizer" "attach particle effect" 35 } ItemAttributes { ItemName "BRAINS but visible" "damage bonus HIDDEN" 1.01 "fire rate penalty" 1 "add cond on hit" 27 "add cond on hit duration" 8 "slow enemy on hit major" 8 } CharacterAttributes { "gesture speed increase" 1.5 "move speed bonus" 1.3 } DeathSound ambient\energy\zap9.wav } } } } } WaveSpawn { Name "stage_08" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 75 WaitBetweenSpawns 30 WaitForAllDead "stage_07" TotalCurrency 0 FirstSpawnWarningSound "ambient\halloween\thunder_04.wav" RandomChoice { TFBot { Template T_Zombie_Special_Corroder_Mutant Health 40000 //CharacterAttributes //{ // "move speed bonus" 0.82 //} } } } WaveSpawn { Name "stage_08_end" Where spawnbot_zombie WaitBeforeStarting 0 WaitForAllDead "stage_08" TotalCurrency 0 FirstSpawnOutput { Target stage_clear Action Trigger } } WaveSpawn { Name "stage_08_mini" Where spawnbot_zombie TotalCount 200 MaxActive 50 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.5 WaitForAllSpawned "stage_08_end" TotalCurrency 0 FirstSpawnOutput { Target stage_start_mini Action Trigger } DoneOutput { Target stage_clear_mini Action Trigger } RandomChoice { TFBot { Template T_Zombie_Tiny Health 1200 CharacterAttributes { //"move speed bonus" 1.22 } } } } WaveSpawn { Name "stage_09" Where spawnbot_zombie TotalCount 150 MaxActive 33 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.7 WaitForAllDead "stage_08_mini" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_wave8plus Action Trigger } DoneOutput { Target stage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 2850 CharacterAttributes { "move speed bonus" 0.96 } } TFBot { Template T_Zombie_Soldier Health 2850 CharacterAttributes { "move speed bonus" 0.96 } } TFBot { Template T_Zombie_Tiny Health 1425 CharacterAttributes { "move speed bonus" 1.44 } } TFBot { Template T_Zombie_Spitter Health 2850 CharacterAttributes { "move speed bonus" 0.96 } } TFBot { Template T_Zombie_Demo Health 2850 CharacterAttributes { "move speed bonus" 0.96 } } TFBot { Template T_Zombie_Scout Health 2850 CharacterAttributes { "move speed bonus" 0.66 } } TFBot { Template T_Zombie_Soldier Health 2850 CharacterAttributes { "move speed bonus" 0.96 } } TFBot { Template T_Zombie_Headless Health 5700 CharacterAttributes { "move speed bonus" 0.86 } } TFBot { Template T_Zombie_Special_Grappler Health 2850 } TFBot { Template T_Zombie_Special_Corroder Health 2850 } TFBot { Template T_Zombie_Special_Crawler Health 2850 } TFBot { Template T_Zombie_MadSci Health 2850 ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Mad" IfHealthBelow 1425 } EventChangeAttributes { Mad { ItemAttributes { ItemName "The Trepanabotomizer" "attach particle effect" 35 } ItemAttributes { ItemName "BRAINS but visible" "damage bonus HIDDEN" 1.01 "fire rate penalty" 1 "add cond on hit" 27 "add cond on hit duration" 8 "slow enemy on hit major" 8 } CharacterAttributes { "gesture speed increase" 1.5 "move speed bonus" 1.3 } DeathSound ambient\energy\zap9.wav } } } } } WaveSpawn { Name "stage_10" Where spawnbot_zombie TotalCount 150 MaxActive 34 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.7 WaitForAllDead "stage_09" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_wave8plus Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 3135 } TFBot { Template T_Zombie_Soldier Health 3135 } TFBot { Template T_Zombie_Tiny Health 1560 CharacterAttributes { "move speed bonus" 1.5 } } TFBot { Template T_Zombie_Spitter Health 3135 } TFBot { Template T_Zombie_Demo Health 3135 } TFBot { Template T_Zombie_Scout Health 3135 CharacterAttributes { "move speed bonus" 0.7 } } TFBot { Template T_Zombie_Soldier Health 3135 } TFBot { Template T_Zombie_Headless Health 6270 CharacterAttributes { "move speed bonus" 0.90 } } TFBot { Template T_Zombie_Special_Grappler Health 3135 } TFBot { Template T_Zombie_Special_Corroder Health 3135 } TFBot { Template T_Zombie_Special_Burner Health 3135 } TFBot { Template T_Zombie_Special_Crawler Health 3135 } TFBot { Template T_Zombie_MadSci Health 3135 ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Mad" IfHealthBelow 1567 } EventChangeAttributes { Mad { ItemAttributes { ItemName "The Trepanabotomizer" "attach particle effect" 35 } ItemAttributes { ItemName "BRAINS but visible" "damage bonus HIDDEN" 1.01 "fire rate penalty" 1 "add cond on hit" 27 "add cond on hit duration" 8 "slow enemy on hit major" 8 } CharacterAttributes { "gesture speed increase" 1.5 "move speed bonus" 1.3 } DeathSound ambient\energy\zap9.wav } } } } } WaveSpawn { Name "stage_10" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 75 WaitBetweenSpawns 30 WaitForAllDead "stage_09" TotalCurrency 0 FirstSpawnWarningSound "ambient\halloween\thunder_04.wav" RandomChoice { TFBot { Template T_Zombie_MadSci_Mutant Health 50000 //CharacterAttributes //{ // "move speed bonus" 0.82 //} } } } WaveSpawn { Name "stage_10_end" Where spawnbot_zombie WaitBeforeStarting 0 WaitForAllDead "stage_10" TotalCurrency 0 FirstSpawnOutput { Target stage_clear Action Trigger } } WaveSpawn { Name "stage_11" Where spawnbot_zombie TotalCount 150 MaxActive 35 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.7 WaitForAllDead "stage_10_end" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_wave11_camouflage Action Trigger } DoneOutput { Target stage_clear_extended Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 3450 } TFBot { Template T_Zombie_Soldier Health 3450 } TFBot { Template T_Zombie_Tiny Health 1725 CharacterAttributes { "move speed bonus" 1.5 } } TFBot { Template T_Zombie_Spitter Health 3450 } TFBot { Template T_Zombie_Demo Health 3450 } TFBot { Template T_Zombie_Scout Health 3450 CharacterAttributes { "move speed bonus" 0.7 } } TFBot { Template T_Zombie_Soldier Health 3450 } TFBot { Template T_Zombie_Headless Health 6900 CharacterAttributes { "move speed bonus" 0.90 } } TFBot { Template T_Zombie_Special_Grappler Health 3450 } TFBot { Template T_Zombie_Special_Corroder Health 3450 } TFBot { Template T_Zombie_Special_Crawler Health 3450 } TFBot { Template T_Zombie_Camouflage Health 3450 } } } WaveSpawn { Name "stage_12_transition" Where spawnbot_tank WaitBeforeStarting 60 WaitForAllDead "stage_11" TotalCurrency 0 FirstSpawnWarningSound "shadows\bossround_start.mp3" FirstSpawnOutput { Target bossstage_start Action Trigger } } WaveSpawn { Name "stage_12" Where spawnbot_zombie TotalCount 28 MaxActive 14 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 5 WaitForAllSpawned "stage_12_transition" TotalCurrency 0 DoneOutput { Target bossstage_clear Action Trigger } RandomChoice { TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_01.mp3 } Health 30000 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 20000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 20000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 20000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 20000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 20000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 20000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 20000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 20000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 20000 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_02.mp3 } Health 30000 DeathSound shadows\tank_death_02.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 20000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 20000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 20000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 20000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 20000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 20000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 20000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 20000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 20000 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_03.mp3 } Health 30000 DeathSound shadows\tank_death_03.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 20000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 20000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 20000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 20000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 20000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 20000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 20000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 20000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 20000 } } } } WaveSpawn { Name "stage_13" Where spawnbot_zombie TotalCount 150 MaxActive 37 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.6 WaitForAllDead "stage_12" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_wave13plus Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 4200 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Demo Health 4200 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Spitter Health 4200 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Scout Health 4200 CharacterAttributes { "move speed bonus" 0.735 } } TFBot { Template T_Zombie_Soldier Health 4200 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Headless Health 8400 CharacterAttributes { "move speed bonus" 0.90 } } TFBot { Template T_Zombie_Special_Grappler Health 4200 } TFBot { Template T_Zombie_Special_Corroder Health 4200 } TFBot { Template T_Zombie_Special_Crawler Health 4200 } TFBot { Template T_Zombie_Special_Superfist Health 4200 } TFBot { Template T_Zombie_Camouflage Health 4200 } TFBot { Template T_Zombie_Plague Health 4200 CharacterAttributes { "move speed bonus" 0.90 } } } } WaveSpawn { Name "stage_13" Where spawnbot_zombie TotalCount 10 MaxActive 5 SpawnCount 1 Support Limited WaitBeforeStarting 45 WaitBetweenSpawns 10 WaitForAllDead "stage_12" TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Warden Health 4200 CharacterAttributes { "move speed bonus" 0.8 } } } } WaveSpawn { Name "stage_13_end" Where spawnbot_zombie WaitBeforeStarting 0 WaitForAllDead "stage_13" TotalCurrency 0 FirstSpawnOutput { Target stage_clear Action Trigger } } WaveSpawn { Name "stage_13_mini" Where spawnbot_zombie TotalCount 120 MaxActive 30 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.5 WaitForAllSpawned "stage_13_end" TotalCurrency 0 FirstSpawnOutput { Target stage_start_mini Action Trigger } DoneOutput { Target stage_clear_mini Action Trigger } RandomChoice { TFBot { Template T_Zombie_Camouflage Health 4250 } } } WaveSpawn { Name "stage_14" Where spawnbot_zombie TotalCount 150 MaxActive 38 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.6 WaitForAllDead "stage_13_mini" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_wave13plus Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 4500 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Demo Health 4500 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Spitter Health 4500 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Scout Health 4500 CharacterAttributes { "move speed bonus" 0.735 } } TFBot { Template T_Zombie_Soldier Health 4500 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Headless Health 9000 CharacterAttributes { "move speed bonus" 0.90 } } TFBot { Template T_Zombie_Special_Corroder Health 4500 } TFBot { Template T_Zombie_Special_Crawler Health 4500 } TFBot { Template T_Zombie_Special_Superfist Health 4500 } TFBot { Template T_Zombie_Camouflage Health 4500 } TFBot { Template T_Zombie_Plague Health 4500 CharacterAttributes { "move speed bonus" 0.90 } } TFBot { Template T_Zombie_Snatcher Health 4500 } } } WaveSpawn { Name "stage_14" Where spawnbot_zombie TotalCount 10 MaxActive 5 SpawnCount 1 Support Limited WaitBeforeStarting 45 WaitBetweenSpawns 10 WaitForAllDead "stage_13_mini" TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Warden Health 4500 CharacterAttributes { "move speed bonus" 0.8 } } } } WaveSpawn { Name "stage_14" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 75 WaitBetweenSpawns 30 WaitForAllDead "stage_13_mini" TotalCurrency 0 FirstSpawnWarningSound "ambient\halloween\thunder_04.wav" RandomChoice { TFBot { Template T_Zombie_Special_Crawler_Mutant Health 100000 //CharacterAttributes //{ // "move speed bonus" 0.82 //} } } } WaveSpawn { Name "stage_14_end" Where spawnbot_zombie WaitBeforeStarting 0 WaitForAllDead "stage_14" TotalCurrency 0 FirstSpawnOutput { Target stage_clear Action Trigger } } WaveSpawn { Name "stage_15" Where spawnbot_zombie TotalCount 150 MaxActive 39 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.6 WaitForAllSpawned "stage_14_end" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_wave13plus Action Trigger } RandomChoice { TFBot { Template T_Zombie_Special_Grappler Health 5100 } TFBot { Template T_Zombie_Special_Grappler Health 5100 } TFBot { Template T_Zombie_Special_Grappler Health 5100 } TFBot { Template T_Zombie_Headless Health 10200 CharacterAttributes { "move speed bonus" 0.90 } } TFBot { Template T_Zombie_Special_Burner Health 5100 } TFBot { Template T_Zombie_Camouflage Health 5100 } TFBot { Template T_Zombie_Plague Health 5100 CharacterAttributes { "move speed bonus" 0.90 } } TFBot { Template T_Zombie_Snatcher Health 5100 } } } WaveSpawn { Name "stage_15" Where spawnbot_zombie TotalCount 10 MaxActive 5 SpawnCount 1 Support Limited WaitBeforeStarting 45 WaitBetweenSpawns 10 WaitForAllSpawned "stage_14_end" TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Warden Health 5100 CharacterAttributes { "move speed bonus" 0.8 } } } } WaveSpawn { Name "stage_15_end" Where spawnbot_zombie WaitBeforeStarting 0 WaitForAllDead "stage_15" TotalCurrency 0 FirstSpawnOutput { Target stage_clear Action Trigger } } WaveSpawn { Name "stage_16" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 1 WaitForAllSpawned "stage_15_end" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_rain Action Trigger } DoneOutput { Target autotank_death Action Trigger } Squad { Squad { TFBot { Template T_Robot_Boss_Treadkill } } } } WaveSpawn { Name "stage_16" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 105 WaitBetweenSpawns 30 WaitForAllDead "stage_15_end" TotalCurrency 0 FirstSpawnWarningSound "ambient\halloween\thunder_04.wav" RandomChoice { TFBot { Template T_Zombie_Camouflage_Mutant Health 120000 //CharacterAttributes //{ // "move speed bonus" 0.82 //} } } } WaveSpawn // marked so the round ends properly { Name "stage_16_end" Where spawnbot_tank WaitBeforeStarting 0 WaitForAllDead "stage_16" TotalCurrency 0 StartWaveOutput { Target stage_clear Action Trigger } } WaveSpawn { Name "stage_17" Where spawnbot_zombie TotalCount 175 MaxActive 40 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.5 WaitForAllDead "stage_16_end" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_wave17plus_vamptrigger Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 6000 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Soldier Health 6000 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Demo Health 6000 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Scout Health 6000 CharacterAttributes { "move speed bonus" 0.735 } } TFBot { Template T_Zombie_Tiny Health 3000 CharacterAttributes { "move speed bonus" 1.535 } } TFBot { Template T_Zombie_Headless Health 12000 CharacterAttributes { "move speed bonus" 0.90 } } TFBot { Template T_Zombie_Special_Grappler Health 6000 } TFBot { Template T_Zombie_Special_Corroder Health 6000 } TFBot { Template T_Zombie_Special_Superfist Health 6000 } TFBot { Template T_Zombie_Special_Crawler Health 6000 } TFBot { Template T_Zombie_Special_Exploder Health 30000 } TFBot { Template T_Zombie_Camouflage Health 6000 } TFBot { Template T_Zombie_MadSci Health 6000 ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Mad" IfHealthBelow 3000 } EventChangeAttributes { Mad { ItemAttributes { ItemName "The Trepanabotomizer" "attach particle effect" 35 } ItemAttributes { ItemName "BRAINS but visible" "damage bonus HIDDEN" 1.01 "fire rate penalty" 1 "add cond on hit" 27 "add cond on hit duration" 8 "slow enemy on hit major" 8 } CharacterAttributes { "gesture speed increase" 1.5 "move speed bonus" 1.3 } DeathSound ambient\energy\zap9.wav } } } TFBot { Template T_Zombie_Plague Health 6000 CharacterAttributes { "move speed bonus" 0.90 } } TFBot { Template T_Zombie_Special_Screamer Health 6000 } TFBot { Template T_Zombie_Snatcher Health 6000 } } } WaveSpawn { Name "stage_17" Where spawnbot_zombie TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 6.5 WaitForAllDead "stage_16_end" TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_01.mp3 } Health 40000 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 30000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 30000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 30000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 30000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 30000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 30000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 30000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 30000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 30000 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_02.mp3 } Health 40000 DeathSound shadows\tank_death_02.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 30000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 30000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 30000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 30000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 30000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 30000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 30000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 30000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 30000 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_03.mp3 } Health 40000 DeathSound shadows\tank_death_03.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 30000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 30000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 30000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 30000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 30000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 30000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 30000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 30000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 30000 } } } } WaveSpawn { Name "stage_17" Where spawnbot_zombie TotalCount 10 MaxActive 5 SpawnCount 1 Support Limited WaitBeforeStarting 45 WaitBetweenSpawns 10 WaitForAllDead "stage_16_end" TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Warden Health 6000 CharacterAttributes { "move speed bonus" 0.8 } } } } WaveSpawn // marked so the round ends properly { Name "stage_17_end" Where spawnbot_tank WaitBeforeStarting 0 WaitForAllDead "stage_17" TotalCurrency 0 StartWaveOutput { Target stage_clear Action Trigger } } WaveSpawn { Name "stage_17_mini" Where spawnbot_zombie TotalCount 120 MaxActive 30 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.5 WaitForAllSpawned "stage_17_end" TotalCurrency 0 FirstSpawnOutput { Target stage_start_mini Action Trigger } DoneOutput { Target stage_clear_mini Action Trigger } RandomChoice { TFBot { Template T_Zombie_MadSci Health 6500 ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Mad" IfHealthBelow 3250 } EventChangeAttributes { Mad { ItemAttributes { ItemName "The Trepanabotomizer" "attach particle effect" 35 } ItemAttributes { ItemName "BRAINS but visible" "damage bonus HIDDEN" 1.01 "fire rate penalty" 1 "add cond on hit" 27 "add cond on hit duration" 8 "slow enemy on hit major" 8 } CharacterAttributes { "gesture speed increase" 1.5 "move speed bonus" 1.3 } DeathSound ambient\energy\zap9.wav } } } } } WaveSpawn { Name "stage_18" Where spawnbot_zombie TotalCount 175 MaxActive 41 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.5 WaitForAllDead "stage_17_mini" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_wave17plus Action Trigger } RandomChoice { TFBot { Template T_Zombie_Sniper Health 6750 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Soldier Health 6750 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Scout Health 6750 CharacterAttributes { "move speed bonus" 0.735 } } TFBot { Template T_Zombie_Tiny Health 3375 CharacterAttributes { "move speed bonus" 1.535 } } TFBot { Template T_Zombie_Spitter Health 6750 CharacterAttributes { "move speed bonus" 1.35 } } TFBot { Template T_Zombie_Headless Health 13500 CharacterAttributes { "move speed bonus" 0.935 } } TFBot { Template T_Zombie_Special_Grappler Health 6750 } TFBot { Template T_Zombie_Special_Corroder Health 6750 } TFBot { Template T_Zombie_Special_Superfist Health 6750 } TFBot { Template T_Zombie_Special_Crawler Health 6750 } TFBot { Template T_Zombie_Camouflage Health 6750 } TFBot { Template T_Zombie_MadSci Health 6750 ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Mad" IfHealthBelow 3375 } EventChangeAttributes { Mad { ItemAttributes { ItemName "The Trepanabotomizer" "attach particle effect" 35 } ItemAttributes { ItemName "BRAINS but visible" "damage bonus HIDDEN" 1.01 "fire rate penalty" 1 "add cond on hit" 27 "add cond on hit duration" 8 "slow enemy on hit major" 8 } CharacterAttributes { "gesture speed increase" 1.5 "move speed bonus" 1.3 } DeathSound ambient\energy\zap9.wav } } } TFBot { Template T_Zombie_Plague Health 6750 CharacterAttributes { "move speed bonus" 0.935 } } TFBot { Template T_Zombie_Special_Screamer Health 6750 } TFBot { Template T_Zombie_Snatcher Health 6750 } } } WaveSpawn { Name "stage_18" Where spawnbot_zombie TotalCount 10 MaxActive 5 SpawnCount 1 Support Limited WaitBeforeStarting 45 WaitBetweenSpawns 10 WaitForAllDead "stage_17_mini" TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Warden Health 6000 CharacterAttributes { "move speed bonus" 0.8 } } } } WaveSpawn { Name "stage_18" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 75 WaitBetweenSpawns 30 WaitForAllDead "stage_17_mini" TotalCurrency 0 FirstSpawnWarningSound "ambient\halloween\thunder_04.wav" RandomChoice { TFBot { Template T_Zombie_Special_Superfist_Mutant Health 150000 //CharacterAttributes //{ // "move speed bonus" 0.82 //} } } } WaveSpawn // marked so the round ends properly { Name "stage_18_end" Where spawnbot_tank WaitBeforeStarting 0 WaitForAllDead "stage_18" TotalCurrency 0 StartWaveOutput { Target stage_clear Action Trigger } } WaveSpawn { Name "stage_19" Where spawnbot_zombie TotalCount 175 MaxActive 42 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0.5 WaitForAllDead "stage_18_end" TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_wave17plus Action Trigger } RandomChoice { TFBot { Template T_Zombie_Soldier Health 7500 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Tiny Health 3750 CharacterAttributes { "move speed bonus" 1.535 } } TFBot { Template T_Zombie_Headless Health 15000 CharacterAttributes { "move speed bonus" 0.935 } } TFBot { Template T_Zombie_Special_Grappler Health 7500 } TFBot { Template T_Zombie_Special_Corroder Health 7500 } TFBot { Template T_Zombie_Special_Superfist Health 7500 } TFBot { Template T_Zombie_Special_Crawler Health 7500 } TFBot { Template T_Zombie_Camouflage Health 7500 } TFBot { Template T_Zombie_MadSci Health 7500 ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Mad" IfHealthBelow 3750 } EventChangeAttributes { Mad { ItemAttributes { ItemName "The Trepanabotomizer" "attach particle effect" 35 } ItemAttributes { ItemName "BRAINS but visible" "damage bonus HIDDEN" 1.01 "fire rate penalty" 1 "add cond on hit" 27 "add cond on hit duration" 8 "slow enemy on hit major" 8 } CharacterAttributes { "gesture speed increase" 1.5 "move speed bonus" 1.3 } DeathSound ambient\energy\zap9.wav } } } TFBot { Template T_Zombie_Plague Health 7500 CharacterAttributes { "move speed bonus" 0.935 } } TFBot { Template T_Zombie_Special_Screamer Health 7500 } TFBot { Template T_Zombie_Snatcher Health 7500 } } } WaveSpawn { Name "stage_19" Where spawnbot_zombie TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 6.5 WaitForAllDead "stage_18_end" TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_01.mp3 } Health 45000 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 35000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 35000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 35000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 35000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 35000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 35000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 35000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 35000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 35000 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_02.mp3 } Health 45000 DeathSound shadows\tank_death_02.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 35000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 35000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 35000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 35000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 35000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 35000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 35000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 35000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 35000 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_03.mp3 } Health 45000 DeathSound shadows\tank_death_03.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 35000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 35000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 35000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 35000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 35000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 35000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 35000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 35000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 35000 } } } } WaveSpawn { Name "stage_19" Where spawnbot_zombie TotalCount 10 MaxActive 5 SpawnCount 1 Support Limited WaitBeforeStarting 45 WaitBetweenSpawns 10 WaitForAllDead "stage_18_end" TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Warden Health 7500 CharacterAttributes { "move speed bonus" 0.8 } } } } WaveSpawn // marked so the round ends properly { Name "stage_19_end" Where spawnbot_tank WaitBeforeStarting 0 WaitForAllDead "stage_19" TotalCurrency 0 StartWaveOutput { Target stage_clear_enableallbuilds Action Trigger } } WaveSpawn { Name "stage_20_transition" Where spawnbot_tank WaitBeforeStarting 45 WaitForAllDead "stage_19_end" TotalCurrency 0 FirstSpawnWarningSound "shadows\bossround_start.mp3" FirstSpawnOutput { Target bossstage_start_finale Action Trigger } } WaveSpawn { Name "stage_20" Where spawnbot_zombie TotalCount 215 MaxActive 35 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0.5 WaitForAllSpawned stage_20_transition TotalCurrency 0 FirstSpawnOutput { Target stage_start_finale Action Trigger } RandomChoice { TFBot { Template T_Zombie_Tiny Health 4000 CharacterAttributes { "move speed bonus" 1.535 } } TFBot { Template T_Zombie_Spitter Health 8000 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Headless Health 16000 CharacterAttributes { "move speed bonus" 0.935 } } TFBot { Template T_Zombie_Special_Grappler Health 8000 } TFBot { Template T_Zombie_Special_Corroder Health 8000 } TFBot { Template T_Zombie_Special_Superfist Health 8000 } TFBot { Template T_Zombie_Special_Crawler Health 8000 } TFBot { Template T_Zombie_Special_Exploder Health 40000 } TFBot { Template T_Zombie_Special_Burner Health 8000 } TFBot { Template T_Zombie_Camouflage Health 8000 } TFBot { Template T_Zombie_MadSci Health 8000 ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Mad" IfHealthBelow 4000 } EventChangeAttributes { Mad { ItemAttributes { ItemName "The Trepanabotomizer" "attach particle effect" 35 } ItemAttributes { ItemName "BRAINS but visible" "damage bonus HIDDEN" 1.01 "fire rate penalty" 1 "add cond on hit" 27 "add cond on hit duration" 8 "slow enemy on hit major" 8 } CharacterAttributes { "gesture speed increase" 1.5 "move speed bonus" 1.3 } DeathSound ambient\energy\zap9.wav } } } TFBot { Template T_Zombie_Plague Health 8000 CharacterAttributes { "move speed bonus" 0.935 } } TFBot { Template T_Zombie_Special_Screamer Health 8000 } TFBot { Template T_Zombie_Snatcher Health 8000 } } } WaveSpawn { Name "stage_20" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 130.5 WaitBetweenSpawns 1 WaitForAllDead "stage_20_transition" TotalCurrency 0 FirstSpawnOutput { Target battlelord_cosmetics_relay Action Trigger } Squad { Squad { TFBot { Template T_Robot_Boss_GiantCorrupted } } } } WaveSpawn { Name "stage_20" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 130 WaitBetweenSpawns 0 WaitForAllDead "stage_20_transition" TotalCurrency 0 DoneOutput { Target blord_death Action Trigger } Squad { Squad { TFBot { Template T_Robot_Boss_Battlelord } } } } WaveSpawn // finale { Name "stage_20" Where spawnbot_zombie TotalCount 15 MaxActive 5 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 15 WaitForAllDead stage_20_transition TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_01.mp3 } Health 50000 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 40000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 40000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 40000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 40000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 40000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 40000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 40000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 40000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 40000 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_02.mp3 } Health 50000 DeathSound shadows\tank_death_02.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 40000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 40000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 40000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 40000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 40000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 40000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 40000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 40000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 40000 } } TFBot { Template T_Zombie_Special_Hulk ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "custom weapon fire sound" =100|shadows/tank_throw_03.mp3 } Health 50000 DeathSound shadows\tank_death_03.mp3 Taunt { Delay 0 Cooldown 0 Repeats 1 Name "Replay Taunt" IfHealthBelow 40000 } Sequence { Name rage_at_enemy_04 Cooldown 0.5 Delay 0 Repeats 1 IfHealthBelow 40000 } VoiceCommand // mad { Delay 0.5 Cooldown 0 Repeats 1 Type "Dispenser here" IfHealthBelow 40000 } AddCond //Adds conditions to bots { Index 5 Delay 0 Duration 3 IfHealthBelow 40000 } Sequence { Name throw_02 Delay 10 Cooldown 20 Repeats 0 IfHealthBelow 40000 } WeaponSwitch { Delay 10 Cooldown 20 Repeats 0 Type "Secondary" IfHealthBelow 40000 } FireWeapon { Delay 12.5 Cooldown 20 Repeats 0 Type "Primary" IfHealthBelow 40000 } WeaponSwitch { Delay 13.5 Cooldown 20 Repeats 0 Type "Melee" IfHealthBelow 40000 } VoiceCommand // lift rock { Delay 10 Cooldown 20 Repeats 0 Type "No" IfHealthBelow 40000 } } } } WaveSpawn { Name "stage_20" Where spawnbot_zombie TotalCount 10 MaxActive 5 SpawnCount 1 Support Limited WaitBeforeStarting 45 WaitBetweenSpawns 10 WaitForAllDead "stage_20_transition" TotalCurrency 0 RandomChoice { TFBot { Template T_Zombie_Warden Health 8000 CharacterAttributes { "move speed bonus" 0.8 } } } } WaveSpawn { Name "stage_20" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 75 WaitBetweenSpawns 30 WaitForAllDead "stage_20_transition" TotalCurrency 0 FirstSpawnWarningSound "ambient\halloween\thunder_04.wav" RandomChoice { TFBot { Template T_Zombie_Plague_Mutant Health 200000 //CharacterAttributes //{ // "move speed bonus" 0.82 //} } } } WaveSpawn { Name "stage_20_end" Where spawnbot_zombie WaitBeforeStarting 0 WaitForAllDead "stage_20" TotalCurrency 0 FirstSpawnOutput { Target stage_clear_finale Action Trigger } } WaveSpawn // finale { Name "stage_21" Where spawnbot_zombie TotalCount 9999 MaxActive 22 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 4 WaitForAllSpawned stage_20_end Support 1 TotalCurrency 0 FirstSpawnWarningSound "shadows\stage_start.mp3" FirstSpawnOutput { Target stage_start_escape Action Trigger } RandomChoice { RandomChoice { TFBot { Template T_Zombie_Tiny Health 5000 CharacterAttributes { "move speed bonus" 1.535 } } TFBot { Template T_Zombie_Spitter Health 10000 CharacterAttributes { "move speed bonus" 1.035 } } TFBot { Template T_Zombie_Headless Health 20000 CharacterAttributes { "move speed bonus" 0.935 } } TFBot { Template T_Zombie_Special_Grappler Health 10000 } TFBot { Template T_Zombie_Special_Corroder Health 10000 } TFBot { Template T_Zombie_Special_Superfist Health 10000 } TFBot { Template T_Zombie_Special_Crawler Health 10000 } TFBot { Template T_Zombie_Special_Exploder Health 80000 } TFBot { Template T_Zombie_Special_Burner Health 10000 } TFBot { Template T_Zombie_Camouflage Health 10000 } TFBot { Template T_Zombie_MadSci Health 10000 ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 Name "Mad" IfHealthBelow 5000 } EventChangeAttributes { Mad { ItemAttributes { ItemName "The Trepanabotomizer" "attach particle effect" 35 } ItemAttributes { ItemName "BRAINS but visible" "damage bonus HIDDEN" 1.01 "fire rate penalty" 1 "add cond on hit" 27 "add cond on hit duration" 8 "slow enemy on hit major" 8 } CharacterAttributes { "gesture speed increase" 1.5 "move speed bonus" 1.3 } DeathSound ambient\energy\zap9.wav } } } TFBot { Template T_Zombie_Plague Health 10000 CharacterAttributes { "move speed bonus" 0.935 } } TFBot { Template T_Zombie_Special_Screamer Health 10000 } TFBot { Template T_Zombie_Snatcher Health 10000 } } } } WaveSpawn { Name "stage_21" Where spawnbot_zombie TotalCount 9999 MaxActive 3 SpawnCount 1 WaitBeforeStarting 92 WaitBetweenSpawns 25 WaitForAllSpawned stage_20_end Support 1 TotalCurrency 0 FirstSpawnWarningSound "ambient\halloween\thunder_04.wav" RandomChoice { RandomChoice { TFBot { Template T_Zombie_Soldier_Mutant Health 100000 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Special_Grappler_Mutant Health 50000 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Special_Burner_Mutant Health 50000 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Special_Corroder_Mutant Health 50000 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_MadSci_Mutant Health 50000 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Special_Crawler_Mutant Health 50000 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Camouflage_Mutant Health 50000 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Special_Superfist_Mutant_Finale Health 50000 CharacterAttributes { "move speed bonus" 0.82 } } TFBot { Template T_Zombie_Plague_Mutant Health 50000 CharacterAttributes { "move speed bonus" 0.82 } } } } } WaveSpawn { Name "theend" Where spawnbot_zombie TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 WaitForAllDead stage_21 TotalCurrency 6666 StartWaveOutput { Target youwin Action Trigger } Squad { Squad { TFBot { Class Heavyweapons WeaponRestrictions MeleeOnly Attributes IgnoreFlag CharacterAttributes { "move speed bonus" 0.08 "is suicide counter" 2000 "force distribute currency on death" 1 } Health 10000 } } } } } }